Thursday, February 21, 2013

GOW III examples.



Here are some examples of work I did on God of War III. They're really not my favorites, but I think they might showcase some things unique in that game. These are very first pass incarnations of the actual animations that went in the game.
The first is the Cerberus ride, which was new to the franchise. I'm still not quite happy with how the timing worked out, but people seemed to like the idea of riding an enemy in the series. I did the Cyclops ride as well, which is in Ascention.
                                        

                                      
   
Here's the infamous head rip, before we had an actual way to animate the head coming off.
                          
I also worked on the Chimera.
And Hercules....
The next is a Hermes run cycle, hard to tell without the video actually on repeat, but the designers sped it up by about 4x when it is seen in game. 

I did this animation for the Hades fight, among many others, but this was one of the most fun.
 
Finally, the squirrel, which I loved a lot. There was a time when the animators had a bit of time to work on these ancillary background characters when we didn't have much else to do. The rig was rudimentary at best, but it was nice to mess around with. I doubt it made the final game, but it was moments like these that made me most happy. Just something unusual you don't often get to do as a combat animator.

5 comments:

  1. Thanks very much. Added a couple more.

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  2. Thanks, I added the Helios head rip, too. It was before we actually had a way to animate the head coming apart on the rig itself.

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  3. Crazy that these are your first pass. On average then, how much more time would you have to work in getting them final'd?

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  4. I've sort of stopped taking averages into account for animations. It always depends what it is, really. That squirrel was a single pass, and I never touched it again. Took a couple hours to do, maybe. The head rip was such a huge moment it was tweaked over and over for days, and then tweaked again for the Japanese version. Some things just worked well from the start, like the Hades butchering. There were only minor tweaks to it, which is usually the case with anything that has a lot of violent motion to it.
    I tried to talk a little about the process here: http://whiskeypail-test.blogspot.com/

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  5. Thanx for posting these stuffs man!! Brilliant!!

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