jacksonanimation
I feel that gameplay animation is much more difficult than cinematic animation because you can't hide bad animation with camera tricks. Not only does the animation have to look good from all angles, it needs to have a certain feel to match the designer's game flow. There are also a lot of technical issues such as animations looping smoothly or flowing from one state to another, or the character's root moving correctly.
Zombie
This was fun. I filmed myself for reference in order to get these idles to feel right. It was all hand keyed animation
Gameplay Demo Reel
A compilation of some of my work.
Zombie
As with the clip above, I filmed myself for reference. I had strict distances to match the animations to. Again, there is no motion capture as all the work was done hand keyed from video reference.
Dormammu
These are a few of the boss animations for Marvel Powers United. Motion capture was used in these files.
Ultron Sentry
All animation was done by me. No motion capture was used in these files.
Thanos
I keep saying it, but this was truly fun. I donned the motion capture suit and performed all actions for this boss. Setup and polish animation was my work as well.
AT-AT
Who doesn't want to work on a Star Wars title? I was lucky enough to work on the AT-ATs and AT-STs for Star Wars Battlefront.
Venom
I donned the motion capture suit for Venom. This was tricky because no one though I could actually be flexible enough to hit some of the movements!
Dead Space 3
To capture the effect of walking in a blizzard, I stood behind the motion capture actor with a rope around his waste and pulled on it as he walked forward and back. Animation cleanup was done by me.
Dead Space 2
I animated some of the combat animations for the Spitter.
Dead Space 2
I created some concept animations for one of the maze creatures, I based it on a combination of an ostrich and a lizard.