This served as our second in-house 3D animation teaser. Given our limited budget for character animation outsourcing, I proposed developing the teaser focused on the environment and props. The concept was well-received as the storyline involved object collection, utilizing the main character's clock tower house as the ideal setting for the action. Additionally, it marked our first venture into blending 2D game characters within a complete 3D environment.
My responsibilities encompassed the entire cinematic process, from previsualization to the final edit. Collaborating with Scott Davidson, a game artist, who handled the 2D character animation using Spine, Kim Suponin, responsible for the tower's exterior modeling, and Andrea Hämäläinen, who crafted the textures for the codex pages. Certain animated elements, such as the clock machinery and candle flames, were procured from CG-trader. I handled all other aspects and assets of the production.
The addition of Power-Ups to the game marked a significant turning point for Best Fiends. In response to this pivotal moment, our Marketing team requested a teaser. For this particular project, we opted to outsource the character animation and character rigging to Able and Baker Studios.
I assumed full responsibility for the entire cinematic process and the character render of the end card, overseeing tasks from previsualization to the final edit. This included managing the creative aspects and finalizing the character rendering for the conclusion of the teaser.
progression reel.
In 2020, while at Seriously, we engaged Bento Box for the development of the new shorts for Best Fiends. As a member of the animation team, I served as a consultant, collaborating directly with our Director, Claudia de la Roca. My role involved aiding in visualizing designs, environments, and props, aiming to streamline and enhance Bento's workflow for increased productivity. I held the title of Concept Artist in the credits, a new role that I found both challenging and immensely enjoyable.
Temper's Adventure 2 part 1
Temper's Adventure 2 part 2
The Demon of Sweet Street
Slug Swap
Some of the ideas and designs I brought to the table.
I collaborated closely with Kati Nohynek, the Head of Design at Seriously, to produce illustrations centered around our consumer products. Initially, the approach involved using studio photographs. However, I proposed transitioning to full computer-generated (CG) illustrations, aiming to achieve comprehensive creative control over the visuals.
Here are a few examples of the work:
Kwincy marked the initial Best Fiends IP character transitioned into a 3D format. Upon completing the 3D model, the decision was made to create a proof of concept demonstrating the character within its environment, aiming for a more cinematic presentation.
I oversaw the entire project, excluding Kwincy's animation and rig, for which I collaborated with game artist Mikko Liimatainen. Together, we brought this vision to life, focusing on realizing the character's integration into the environment, ensuring a more cinematic and immersive experience.
My primary responsibility has involved crafting the 3D versions of the main characters within the Best Fiends franchise. The challenge often arises from the inherently cartoonish designs that, at times, deviate from realistic representations of forms. Converting these designs into 3D models has proven to be particularly challenging in some instances due to this unique characteristic.
Detective Kwincy
Jojo
Lapoleon
Lapoleon
Brittle
Kwincy
During my first months at seriously I joined the team that was devoloping the third game of the company. The game went soft launched, but it was put on hold. My tasks where creating the world map of the game and also some of the assets, including: modeling, shading, rigging, animating and set them up in the game through unity engine.