Computer Game Development

Position: Junior lecturer at University of Skövde.

Every year the University collects the most extraordinary games and visuals created by its students. This year we wanted to present the video with an intro showing the evolution of computer graphics from the black and white era to today’s realism. Allot of effort went into researching voxel rendering to make all the characters look pixelized. In the end we used a series of post production filters to achieve the different “decades” of computer graphics.

The characters represent the different disciplines within the computer graphics program taught at University of Skövde, Graphics, Game Design, Programming and Sound Design. Motion captures drives the characters individual performance combining walk cycles and acting.

View the entire showreel via this external link DSP Showreel 2011

Bionic Commando Rearmed 2

Position: Senior Animator at GRIN.

We started production by creating animatics in order to test out different bionic abilities. We used some basic props from the game and a generic character.

This particular animatic elaborated with different abilities shown as two distinctive color schemes.

At the time we were four animators on this project and we used that to our advantage and produced allot of mockups showing different types of walks, runs and combat moves. Our creative producer could then pick his favorite version or even mix up a new iteration from the individual animations. This helped us all to share the same vision on how that characters would move and act in the game.

The final product was developed by Fatshark for release on Xbox360 and PS3. More information about the game can be found at this external site http://www.bioniccommando.com/rearmed2/

Terminator Salvation

Position: Senior Animator at GRIN.

This project relied almost entirely on motion capture, being a realistic looking game. Everything walking on two legs needed to be shot and adjusted to fit the game models.

It is an interesting experience to direct motion capture actors. You build up the scenery using basic props and boxes, you tackle them with crash bags in order to get believable impact movements.

All takes from the motion capture session is categorized and cleaned up before we receive them at the studio. All movements need tweaking and adjustments to fit the game characters. They mostly need to start from the same pose in order to blend well together in the game later on.

The situations where two characters need to interact gets extra tricky. In this particular shot we first recorded the “Terminator” grabbing nothing but air, faking that he would snap the neck of poor John Connor. In a separate shot we used a harness to pull our actor into the air giving him the freedom to kick his legs around while struggling to get loose. We than mergeed the takes and adjusted them to look like they had be recorded simultaneously.

The final product was developed for PC, Xbox360 and PS3. More information about the game can be found at this external site http://www.terminatorsalvationthegame.com/