Monday, July 27, 2026

Final Delivery

 

A Thread Between Us (In Plain Sight)

 

Visual Documentation of Work

For the final delivery, I made revisions to shots A90, B20, B30, B50, and B60. A80 was good to go so I didn't revise anything in that shot. Once I was done with each shot, I exported the animations out of Maya and imported them into our Unreal Project. Once they were in the project, I made sure they were working right in their respective shot sequences. Then I wrote my autobiography and submitted that and my contact information to the team leads to compile and made my contribution slide for the final presentation.

Animation Final Animations

 Shot A80


 Shot A90


 

 Shot B20


 

 Shot B30


 

Shot B50


 

Shot B60  


    

Final Presentation Slide

 

Perforce Proof - Animation Maya, FBX, Animation Sequence Files

 

Wednesday, July 15, 2026

Sprint #5 Delivery

 

A Thread Between Us (In Plain Sight)

 

Visual Documentation of Work

 

Animation Final Passes

I animated final passes for shots A80, A90, B20, B30, B50, and B60. Then I exported the animations out of Maya and imported them into our Unreal Project. Once they were in the project, I made sure they were working right in their respective shot sequences. The barista animation was giving me some trouble, but Melanie figured out what the problem was so all the animations are playing correctly. I also adjusted the cameras for shots A80 and B60 and imported those into our Unreal project as well.

 Shot A80


 

 Shot A90


 

 Shot B20


 

Shot B30


Shot B50


 

 Shot B60 


 

Perforce Proof - Animation Maya, FBX, MP4, Animation Sequence Files

 
 
 
 

 

Wednesday, July 1, 2026

Sprint #4 Delivery

 

 In Plain Sight

 

Visual Documentation of Work

 

Animation Second Passes

 I animated second passes for shots A80, A90, B50, and B60.

Shot A80

Shot A90

Shot B50


Shot B60


 

Cleaning Animation Data

I cleaned and characterized the Mocap animation files for 5 different files, Andre_WaitingIndle_001.001, Chris_PacingIdle_001.001, Tyler_FidgetyIdle_001.001, Alyssa_WaitingIdle_001, Amy_WaitingIdle_001, and Blake_WaitingIdle_001, so they are ready to be plotted to a character and have their animation cleaned up. 

 

 

Andre_WaitingIndle_001.001

  

Chris_PacingIdle_001.001 

 

Alyssa_WaitingIdle_001 

 

 Amy_WaitingIdle_001

  

 

 

Perforce Proof - Animation Maya, FBX, & MP4 Files & Mocap FBX Files

 

  

 

 

Wednesday, June 17, 2026

Sprint #3 Delivery

 

 In Plain Sight

 

Visual Documentation of Work

 

Animation Blockouts 

 I blocked animation for shots A80, A90, B20, B30, B50, and B60.

Shot A80


Shot A90

 


Shot B20


 

Shot B30


 

Shot B50 


Shot B60 



 

Helping Animation Set Up

I exported the environment out of Unreal and set up a Maya file with the environment in it for animators to use. I also tested exporting cameras out of Unreal and wrote up how to export cameras for the people doing Layout. 

 

 

 

 

Perforce Proof - Animation Maya, FBX, & MP4 Files 

 

 

 

Wednesday, June 3, 2026

Sprint #2 Delivery

 

 In Plain Sight

 

Visual Documentation of Work

 

Updated Shot List

 In Plain Sight Shot List

I updated the shot list based on the storyboards and animatic from last sprint. I added screenshots from the animatic to help the camera artists with layout, updated the descriptions of the shots, and added time codes for each shot. Then I came up with a point system for how to equally distribute the work load between the animators where "hard" shots are worth 3 points, "medium" shots are 2 points, and "easy" shots are 1 point. The point number for all the shots total was 48 and there are 6 animators so each animator got 8 points and we were able to distribute work that way.

 

Sol Animation Research

 

Sol Animation References & Mannerisms

I did a bit of research into references for Sol's mannerisms and behaviors. This doc is linked above. 

 

Reference Footage

I filmed reference footage to further establish the mannerisms I imagine Sol would have. This was based on a shot in the cinematic, shot A20 where the girls are ordering drinks, so I may be able to use this more in the future as well.

 

Sol Proxy Rig Stress Test

Once I got the proxy rig for Sol from Jordyn, I filmed reference footage for a girly, bubbly walk and then animated a walk cycle based on that reference as a stress test for the rig.

 

Layout Reel Edit

Once the camera artists with their second pass of layout and Melanie exported the sequence from Unreal, I edited the sequences together and then added the time codes and shot numbers to the edit.

 

Perforce Proof of Stress Test MP4/Maya File & Layout Reel

 

 

Wednesday, May 20, 2026

Sprint #1 Delivery

 In Plain Sight

 

Visual Documentation of Work

 

Storyboards -- Shots C10-C60

I drew storyboards for shots C10-C60 in our shot list, shown below.

 

Perforce Proof for Storyboards:


 

Sequence C Edit of Animatic

I edited together all the shots in Sequence C, shots C10-C80, without sound and then sent this to TJ to put this in the master file of the animatic.

Perforce Proof for Sequence C Edit: 

 

Shot Numbers & Timecodes for Final Animatic

I added shot numbers and timecodes to the final animatic edited by TJ so that we can know the length of each shot in both normal time and in frames.

 Perforce Proof for Shot Numbers & Timecodes for Final Animatic:



 

Tuesday, March 31, 2026

Artist Interview Research Project

For Artist Interview Research Project, I interviewed Sean McDermott and asked him about his experience as a 3D Gameplay Animator in the industry and specifically at Insomniac Games. 

The PDF of the presentation I made for this project based on the interview I conducted can be accessed here.

Thank you for the interview, Sean! 

 

Uploaded to Perforce:

 

Final Delivery

  A Thread Between Us (In Plain Sight)   Visual Documentation of Work For the final delivery, I made revisions to shots A90, B20, B30, B50,...