Showing posts with label Game Art. Show all posts
Showing posts with label Game Art. Show all posts

Wednesday, 1 January 2025

The Bumpy Ride of Goosebumps Horrorland: Behind the Cutscenes


Working on Goosebumps Horrorland was a wild ride, full of challenges, lessons, and memories I still think about today. It was also the project where I did the most cutscene work in my games career. Initially, I was hired as a model maker and environment artist, a shift from my previous roles, where I was typically brought on as an animator. For context, I was a generalist in earlier jobs and had experience across all areas of game art—animation, modeling, texturing, and more. However, animation was always my main ticket in.

At the time, I had decided to pivot from animation to focus on environments, props, and texturing. I wanted to explore other facets of game development, especially as motion capture seemed to be taking over much of animation. That said, the opportunity to dive back into narrative animation through the cutscenes for Horrorland was too good to pass up, even if it came with plenty of hurdles.




Above is the first cut scene I did on the project. I got the most notes on this one and I was very worried as I really struggled to get up to 8 seconds a day which was my initial goal, but I knew I needed to increase it to deliver on time. It took ages to approve and I think I was still doing notes on this up till the end. The publishers used to give a lot of notes when we had close ups on the characters faces. We didn't have many controls to work with and it was difficult to make them stay appealing and expressive.

The Cutscenes That Keep Getting Views

The cutscenes I worked on for Goosebumps Horrorland have become the most-viewed content on my YouTube channel. Many of these videos have over 100,000 views, and they’ve been the source of fan mail. While it’s gratifying to know people enjoy them, it’s a little surreal. These cutscenes were created under immense pressure, with tight deadlines and resource constraints. As much as I wish they showcased my best work, they represent a time when I had to balance speed with quality—a constant tug-of-war.

I often get questions like:

  • "Why is the render so low quality?"
  • "Why does the sound seem unfinished?"

The answer lies in the tools and processes of the time. These videos are playblasts—viewport renders from 3D Studio Max. They capture what I saw while animating: low graphical settings, no lighting, no textures, and no anti-aliasing. The low settings were essential for smooth playback in the software. These playblasts were quick and functional, designed to get publisher approval before integrating the animation into the game engine.

The sound is unfinished the final version in the game was likely tweaked at a later date so if there is music it may not be final.







From Props to Cutscenes

Initially, I worked on environments and props for the game. There was another animator handling the cutscenes, but the tight schedule made it clear he needed help. After some back-and-forth, I was brought on to assist. Before long, I found myself taking the lead when the original cutscene animator left the project.

The work was daunting, especially given the process: storyboards, animatics, animation, and multiple approval stages. Each cutscene had about a week’s turnaround, with some days lost waiting for feedback. Despite the challenges, I enjoyed the chance to focus on hand-keyed animation for narrative scenes, even if it came at the cost of long hours and stress.





The Freelancer Fiasco

One particularly frustrating chapter of the project was the freelancer we hired to help. He chose to work on the final cutscene—the most important and action-heavy sequence of the game. Unfortunately, his skills didn’t match the task. His work was so poor that I had to redo about 70% of it. By that point, I was running on fumes, but I managed to salvage what I could.

This final cutscene is a sticking point for me. I often get comments on YouTube asking why I haven’t posted it. The truth is, it’s a strange mix of my fixes and his original work, and I’m not comfortable showcasing it. It’s frustrating because I know how much better it could have been if I’d had the chance to start fresh.





The GG transformation was something that got done at the 11 hour. The initial plan was to show GG's shadow changing in to her monster form but there was some technical problems. I wanted to get the cut scene done and approved and so pushed for this texture swap with the wings appearing. I think the other model is actually behind GG and either has transparent textures or is scaled, can't remember how I did it in the end but this is the vid I showed to the team to get approval for the idea.


This is from the final cut scene I think I did this bit from scratch as our freelancer didn't manage to finish before it got passed to me. These 3 vids show the way I used to work from a very rough stage below.



The below clip shows the animation about half way through


The last clip shows animation as it was used in the cut scene (I think unless I got asked to alter it). All of this work is long before I started working in TV and is from 2008. I get a lot of comments on the half way done animation and the first rough animation telling me they suck. Well it all sucks but thankfully I can animate better now! Although most TV jobs also have a lower seconds per day out put then this did and with doing the sound editing storyboards and camera direction it was pretty crazy. Also the last time I worked in the main stream games industry.




A Baptism of Fire

Looking back, Goosebumps Horrorland was a trial by fire. The tight deadlines pushed me to animate up to 20 seconds a day while juggling sound editing, storyboarding, and camera direction. It was exhausting, but it taught me resilience and how to prioritize under pressure.

A strong memory on this project was that the games testing was done in studio behind me. So all day everyday I used to hear "Yo Yo Yo it's bumper carnage" along with all the lines from the cut scenes like "Double Wow!"

While the cutscenes may not be my proudest technical work, they hold a unique place in my career. They’re the only project that’s brought me fan mail and consistent YouTube views—even after all these years. For a game released in 2008, that’s something.

If anything, this project reminds me how far I’ve come as an artist and animator. It may not have been perfect, but it was a stepping stone that helped shape my journey.

Monday, 17 March 2014

Flame Troll #3 Flame Spear

Flame Troll "Hey I'm Walking Here!"
 
Flame Spear #1
Here comes the Flame Troll with his Flame Spear! The animated gif was grabbed from the Maya file using Fcheck with the high quality render on the viewing panel. High quality render is in terms of real time render.....so not really high quality just a quick grab. I thought seeing as in my previous Flame Troll entries I mentioned how I had him walking around, I should provide evidence of this. The reason why I didn't put him up before, I suppose some of you might be able to guess; the rigg is my standard rigg which I use for most of my models and most of my models are sci-fi orientated so the troll was walking around with the same giant laser gun most of my characters come equipped with.

The Flame Spear is a pretty simple model, I enjoyed making it and it made a nice change from having to worry about skinning and all the hassle I had with making the functioning plate armor for the troll. I was really happy with the way the design turned out and having to work through all the surfacing on the armor suit and the designs of the seals and sigils on the armor definitely helped me with the spear.

I loved sculpting the details in Z-Brush, the flowing fret work I did in the centre of the spear was done with masks and using the symmetry feature where work on the left half is repeated on the right. Very quick to do so I think I did a few versions but very fun, the kind of thing where it's so easy you feel like you're cheating.

After having an easy time of it with the sculpting I hit a brick wall with the normal mapping and couldn't understand why. I was getting very strange warping on the blade edges of the spear which made no sense to me as the high poly sculpt and low poly base were extremely similar. I turned to the internet and searched for the solution but it seemed an uncommon problem. I found many tutorials on how to make edged fantasy weapons, none of which had the same problems I was having. I finally found something about triangulation needing to be the same in Xnormal as in the source program (maya), my low poly model was mostly quads so I triangulated it and that solved the problem. It never occurred to me that Xnormal would divide quads differently.

Flame Spear page

I've used a little bit of self illumination, (or incandescence as it is in Maya) on the spear jewel. It's a separate map like the colour map but it holds only the colour that should glow, in this case a subtle rosy red  on the jewel itself and also on the metal around the stone. It gives the impression that the luster from the stone is reflecting in the metal.

Below is the colour map and normal map. The incandescence map is not much to look at being mostly black. I put the normal map in as I talk so much about them but I guess if your not used to 3d you would not have seen one before. The normal map works with the three colour channels red, blue and green. Each colour behaves as a projected light hitting the detail of the surface of the model from a different direction. This information then gives the impression of surface detail when rendered in a 3d program. It's similar to the old grey scale bump maps I used to use except that they are just dealing with height, black being in white being out to give the impression of bumps hence bump map.



Flame Spear Colour Map

Flame Spear Normals


 Below is the Z-Brush sculpt of the spear, there was some fret work on the base of the spear that was so fine it was really not worth the bother, as to see it requires getting so close to the model that the low poly nature of the base model ruins the effect. One day I will learn not to go over board with details....maybe.

Flame Spear Z-Brush




Flame Troll and Spear #1
 To finish a couple of renders of the full model, I will be returning with more of the Flame Troll as I have built an environment for this character too, an archetypal dungeon/ castle cell with flaming torches, sturdy hewn stone walls and studded wooden doors. I am intending to animate some new work for my showreel with this set up as in my recent audition work I am often asked to animate scenes which I don't currently have on my reel. I think there are way too many walk cycles in my reel and it needs some Flame Troll to liven things up.


Flame Troll and Spear #2

Friday, 7 February 2014

Flame Troll #1 Head and body test


Laughing Troll
Happy new year to my readers. I have been working on this troll model for some time now but I haven't got round to updating the old web log about it. You may have noticed that I added it to my blog as an animated button over in the right margin. Here is a bit about how I built his head and some of the journey of building his body.

Troll Head Base Mesh

I started the troll thinking I would use it as a sprite. It was intended as just a head that floated around biting things. My first step was to build a low poly base mesh that I would use for Z-Brush sculpting and to create morph targets/ blend shapes for a character capable of facial animation.

At some point I ended up thinking maybe this would make a cool full character model and built a body for the character. I was planning on a fairly conventional troll other than being a cyclops, big, brutish with a loin cloth or troll pants to keep him from being too scary.
 Troll Body Base Mesh #1 With Bracers

  However feature creep started and I began messing about with some heavy duty bracers. Sculpting Armor and metal surfaces is something that I have not managed to get working to my satisfaction with Z-Brush so I started fiddling with it. I built a few bracers and played with sculpting the surfaces in Z-Brush, I got some results that I was pleased with and so........I decided to scrap the whole body and try making an entire suit of armor for the troll. You may remember I had plans for an armored orc a while back, I only built the leather armored version and I always wanted to return to it. Ok I'm getting a little ahead of myself as the first thing I worked up was the head.




 I took the head into Z-Brush and sculpted it to a high level of detail. I then exported a lower poly version out to Maya as an obj file Which I used for texturing normal mapping and  for the morph targets/ blend shapes. Above you can see the wire frame and a render from that model with the details exported to a normal map. Below are the different versions of the head which are used to create the different expressions for the model. I sculpted them in Z-Brush which worked pretty well. In the past I would have done them in Maya on the low poly base mesh shown higher up the page.

 Troll Head Blen Targets


 Below you can see how combinations of these basic blends can be used to put expression onto the character. The left image is the base pose. The open jaw is using a jaw bone and skinning as are the ears. The teeth, tongue and eye are separate models that I actually ended up creating the normals for separately. I've had lots of stuff going on in between working on this model and it seems there have been more than the usual number of hiccups with creating him. There have been multiple interviews and auditions cropping up so I've had to drop work on the troll many times.

Troll Head Blends example of use


 Below is the Z-brush model of the head, you can see the eye and tongue masked out there as well. The red brown colour is the default Z-Brush material. I export the head only from this file for normal map generation using X-normal. If you try to do it all together as one model any intersection with the model will cause an ugly mess. with this model there is intersection with the eye ball and where the gums go into the head. I've put more detail than I usually do into this troll so you can see there is some fine detail on the skin, it is barely noticeable on the Maya version but you can tell if it's turned off. One of those details that is barely noticeable but somehow gives the character a little more life. My plan with this model was to push myself. I always seem to hold back on the polygons and that has happened with this model too. The reason being well.... basically I need a new computer, when I'm animating I like to have a good frame rate so I can see what I'm doing, for a good frame rate I need a relatively low poly model or of course.... a shiny new machine.

Troll Head High Poly Z-Brush


And then it all went a little bit armored. This is an early base mesh for a full plate armored suit. I did some skin tests and got the troll walking around, the textures are placeholder tests there was no UV mapping done at this stage, I just wanted to see if I could get him fully articulated without too much fancy rigging fuss and I will tell you more about that in my next post.

 Troll Base Mesh Mark#2




Thursday, 31 October 2013

Spooks For Haloween




 It's Halloween so lets have some ghouls and ghosties! Always a favorite subject for me and some of these character illustrations are actually very old. I've been meaning to put them online where people can see them for some time. You of course have to have pumpkins for Halloween but also skeletons so why not put the two together? Add a dash of pirate and that's about as good a mix of ingredients as I can think of.







Here is a creepy demon gargoyle affair with glowing red eyes for good measure. I have recently been doing lots of sprite renders for a game I'm working on. This means I basically set off batches of character renders and then wait to set the next lot off, rinse and repeat. It's not the most exciting job so to keep my brain busy I decided to work on some characters for a Halloween blog post and that's why this beaky fellow came into being.


The ghost pirates come from the pre-production of an Eyetoy game I worked on. It eventually became Astro Zoo so no ghosts no pirates and definitely no ghost pirates. There were squirrels in space suits but at that stage of production I was back to building and animating not painting. I did really like the characters and would have liked to have built them but that's just how it goes. There was a lot of game built and some quite cool characters before Sony decided they wanted a zoo in space instead. As far as I remember the game was a Ghostbusters sort of thing where you played the agents that dealt with the ghosts.


 
Some sketches of the ghost pirates in different positions.



Lastly another one I did while waiting on my renders, a cartoon wolfman. I was thinking about this the other day, it used to be that I would constantly doodle. When I started out in 3d animation I would have a sketch pad next to me and I would sketch my key poses out but also just doodle, because well.... there was a pad there. These days unless it's something really difficult to animate I don't need to sketch my key poses so I don't have a sketch pad on my desk. I've got my tablet of course but firing up Photoshop just to do a doodle just doesn't happen (unless I'm rendering of course). Doodles were most of my creative output when I was at school. Drawing was what I did to take my mind off things. These days I occasionally  draw something for my kids but doodling has hit an all time low and I didn't even notice.


I think part of it is that I'm very critical of my own work and I think about what I'm going to achieve with my next project. What's it for? what will I get out of it? This may be obvious but the trouble with my approach is it slightly sucks the fun out of it. I always aim to take on work that will be fun for me because it's hard to do a good job if you aren't interested in what you're working on. I know that from experience and always keep it in mind. However doodles are just thinking out loud. They serve no purpose, that's what allows them to be so free and fun. You can't doodle wrong because how can something be wrong if it serves no purpose?

What's it for? what will I get out of it? That is not what you ask yourself as you doodle on a scrap of paper, but you can get an awful lot from doodling. For starters it's good drawing exercise, but also if you are doodling while you're mind is focused elsewhere (talking on the phone, in a lecture etc) it allows your subconscious to take the wheel. This can lead to some great ideas. I think I need to get back to my doodles.







Wednesday, 22 May 2013

Space Trooper poly character model

SpaceTrooper walking with rifle
 Here is a character model I've been working on in the background for some time. You may remember previously in Deranged Scratchings I put forward the character design for a Space Trooper but readers wanted me to build an alien with his brain in a jar and his eye on a stalk. I of course sympathized with this point of view and was happy to build said alien. I did however harbor a sneaking suspicion that there might be more of a demand for space soldiers than cooky looking aliens (I know heart breaking right?) and have been spending some time getting my camouflage and blast resistant kit into polygonal shape.
SpaceTrooper Sketch RedSpaceTrooper digital sketch
Above you can see the original design something between Street Fighters Bison and a padded UN soldier but in red instead of blue. Not my best character design I admit so I had another go. I did a bit of research this time and looked at what the latest fashions are in military apparel, added a sprinkling of sci-fi pixy dust  and came up with the second version which I was much happier with. I then want on to make the character in Z-Brush which......doesn't look anything like my concept sketch at all. This is not in any way to do with me getting distracted from my original concept, I have an iron will and would never start thinking that this character would look cool with giant spider, bionic spider legs with skulls on, with ethereal spirit aliens from dimension x riding a plinth of bones on his back....soooo anyway, below you can see the character running in Maya which is where I do all the skin weighting and rigging.

Space Trooper rigged in Maya

 Actually I'm getting ahead of myself I did a rough version that I had to throw away, there was a problem with the base mesh which meant I had to go back and start from scratch. I didn't get that far into the sculpting but it was still a pain at the time. I approached this model in a slightly different way to how I usually do my character models. Basically my normal method is to get a model that works properly in Maya and then take it into Z-Brush to add details. This model was created much more in Z-Brush, the idea was to take a much more loose organic approach to the modelling more like sketching in clay and then working over that to get the finished model. It did work but there was more than the usual amount of trial and error. I had some problems with skinning because when I build the mesh in Maya I have more experience and better control, got there in the end though. The below character went missing in action before he even got any colour to him. I have swapped over to xNormal for normal mapping now as it's much more consistent for creating  normal maps. Z-Brush is great for modeling but there are often problems if you use it to generate your normal maps.



Space Trooper Z-Brush version

Space Trooper Back
Above is the Z-Brush model from which I generate the normal maps from. He doesn't have his giant metal cuffs on as they needed to be done as two separate models. I learned a bit more about modelling machined metal surfaces from the cuffs which I also ended up doing over, three times in the end but I guess it was worth it as I went onto you tube to track down some useful tutorials which will be useful for the future. I would still like to make a robot model at some point and have not forgotten how popular the steam punk robot design I did was.
Space Troopers various poses


Space Trooper reference image showing controls
You can see the rigg above. I accidentally left a triangulated laser gun in with the quad mesh which probably sounds like gobeldy gook to most of you. However as a result I finally got round to swapping in a rifle, just the quad version but what this means is I discovered it's very easy to swap in different rifles. I have been planning on creating a new rifle model for ages. Now I know that there is no technical problem in the way.

Space Trooper UV map

Above is the UV map as usual I got everything on one sheet to keep things nice and simple. That's the colour map there which you can use without any of the other maps if you want. The normal map does look great but at a distance you can drop it to save memory.
Space Trooper 4 colour variants


Next the wire frames, it's a slightly higher poly count for this model at 3756 but still relatively low. The rifle is relatively high at 598, another reason I've been thinking about making a new one as I reckon I can get a lower poly version that actually looks more detailed now I have more experience with Z-Brush. You can see that the cuffs are separate pieces although the mesh is one node. The cuffs are skinned with a value of 1 to a forearm joint which handles the twist you get when you rotate you wrist. I've refined the rigg on this and it's working nicely.
Space Trooper Wire Frame


On to the animation set, I added a walk cycle and a jump animation to the old set so he still does all the running, strafing and death diving as before.


So there we go mission accomplished. One Space Trooper reporting for duty.

Space Trooper Salutes You!

Sunday, 28 April 2013

Cyber Punk Shoot Out


Cyber Punk Title

Cyber Punk gets zapped with a red laser


Cyber Punk lets em have it

Cyber Punk has bought the farm

Zap zap pew pew pew kaboom arrrrrrrgh! It's time to shine up your laser cannon and make sure the batteries are charged! Those crazy cyber punks are having a proper shoot out and it doesn't look like they're planning to quit till things get crispy.

I have been saying that I was going to post this video for months and now I have finally got round to it. Would you believe the only thing stopping me was that I needed to do the screen grabs you see above? Well I finally got my act together. I am feeling a bit burnt out today working on a set of animations for my current project. I am working on a really cool game at the moment that as usual I can't talk about (I think saying that it's cool and something I've always wanted to work on is allowed).

I finished making this video months ago but I still remember how much of a pain in the ass the rendering program Mental Ray was. I got this horrible error message when I tried to use motion blur "shapes are not equivalent, no motion vectors computed". It took me quite a lot of fiddling about to get it to work. It seems it's one of those errors where you find lots of dead ends when trying to search for a solution online. I wasn't prepared to give up on having motion blur, it seems like a basic right that no animator should be denied so I persevered. It can be as simple as deleting history from a model but in this case it was because I was animating visibility, so be warned. I still find it utterly ridiculous that Mental Ray can't cope with animating the visibility channel. A very basic and useful technique that I've been using for years.

The video pretty much speaks for itself, lots of crazy punks with laser guns blow the crap out of each other. Enjoy!



Sunday, 28 June 2009

Haunted Grove

This is more game art, it's background stuff I did for Goosebumps Horrorland.