
DOOM
I worked on
DOOM for over 4 years and accumulated a tremendous amount of footage. Like my
RAGE work, I have decided to break it up into smaller sections. Still working through all of the footage at the moment. These are some of my favorites from the game, as well as some other videos I made for team presentations and the final credit sequence from the game that I created at the very end of production. Most of my animation work on
DOOM was geared towards first person weapons and interactions, though this did include ai for things like gloryKills or various other thrid person animation when necessary. I also handled almost all of the hard surface rigging and setup for weapons, objects, and doors, doors, doors. There weren't a lot of NPCs to hand key and the ones we did have were mocapped. While I don't consider myself a "technical animator," I do have pretty strong technical ability and easily filled that role for most cases on this project. I wrote several tools to help with animaiton production, consistency, and integration over the course of this project.