José Antonio Rodríguez Millan


Artist

Introduction

First af all, on the proyect, I did some concepts arts related about Game of Thrones weapons theam. Next, once we have decide which art seems better to the theme all members of art department specialized. I enjoyed doing 3D animations of characters and was a good challenge for me to grow and improve my habilities to future. Our lead, finally decided to assignee me, enemy guards animations. Just what i want.

What I have done?

- Rigg & skinning

My team mate Marc Samper did the first rigging to have the same skelleton guard when upload on enegine and don't have problems with the skelleton. Over time, we diced to do each individual custom rigg and addapt the controllers to our style.
Once we have the rigg correctly I did a custom skinning to solve problems with movement of shoulders and hips characters.


Shield & Spear wards



- 3D Animations

To do the animations, at first, we research some examples of people simulating wars and battles movements of the same age. I saw it and try to recreate the movements and the tempo to differents characters. When I finish the animation I speak with my designer and evaluate the next iterations, problems that I have had and new possibilities to did better animations. The animation is compleated when I put it in the engine and there is no problem with animations and skinning.
Finally lead artist evaluate my job and ask me some feedback to improve animations.

Shield enemy

In Game
Spear enemy

To do these animations I did a human IK of the shield enemy. I did to copy the same animations of shield guard to the spear one. Then the unique I have to do was did a custom rigg to move the spear, erase all frames that did not make sense and retouch the following animations to adapt with spear.


In Game




Two handed sword man

Here I did littles changes to the Two handed animations of Marc Samper. The objective was be homogeneous and natural animations. I fixed little problems with legs/footsteps and set better the heavy movements of character. In fact I try to smooth all animations without changing the base of my team mate.

- Prop

I did the dead enemy prop in the previous room of the final boss. With the purpose of transmit a danger sensation on user.



QA & Bugs

To finish with the lasts sprins I play the game and search bugs to publish on Github. Also I have corrected bugs related with the animations of guards.

Collaboration & Problems

  • At first, we got problems to how organize and devide the work.
  • Big problems with skinning and attached animations. (Export to engine)
  • I collaborate with my team mates as much as possible. At the beginning we got some problems because of poor comunication and knowledge. But little by little we take away the pride and focus to the same objective.
  • I organized to do the work with time to give me feedback and be able to improve the work.
  • I help other groups when they have a doubt with animations or when it comes to export fbx etc.
  • The difficulty was did good controllers to handle more easier the animations.
Programs used

Maya & Photoshop