It was great, but we often lacked the right tools to easily create and import characters and animations. In Machinima, the games often provided a huge range of 3D assets we could use to build our worlds and stories. Games and films are inherently different art forms but for decades their concepts have been combined to enhance our gaming experience. The Problem with Cinematicsįrom the very beginning, I’ve found out that there was tension between games and cinematics. I started making Quake movies as a hobby and over time, I moved outside of games to tools like iClone and Motionbuilder that enabled me to pursue animation as a career. ![]() ![]() I started doing animation way back in the early days of Machinima, before it was a website or YouTube channel, even before it had that name. I’m an animator who worked in the gaming industry as a Cinematic Designer on the Mass Effect and Dragon Age franchises.
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