theartofjustinxcom.blogspot.com
X-COM: November 2012
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Tuesday, November 6, 2012. What's In A Pose? I had a blast exploring the plethora of alien personalities, and body types that make up our game. Posted by Justin Thomas. Pitching A Winning Combat System. Thus was born COMBAT 2.0! What's any idea without a proper pitch movie I ask? An idea without a strong foundation! Much of what we proved with this movie made it into the final game. Here is a playblast of some of the "Rookie" soldier animations that were used:. Posted by Justin Thomas. Whats In A Pose?
theartofjustinpirates.blogspot.com
Pirates!: December 2010
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Monday, December 6, 2010. Adventures on the High Seas. Was amazing for many reasons. I got involved half way into production after the game had a major redesign courtesy of Sid. It offered me the chance to model and light sets, experiment with background matte painting, and blurring the line a bit between 2D and 3D. What could be more fun than doing all that for an ocean adventure game where you're sailing around as a pirate? Here are some samples of things I did on this project:. Posted by Justin Thomas.
theartofjustinxcom.blogspot.com
X-COM: Finding the EPIC in Everything
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Tuesday, September 10, 2013. Finding the EPIC in Everything. Setting out to make a game like XCOM: Enemy Unknown is, by definition, an EPIC experience! This has certainly proven true for those of us on the art production and animation side. I am of the opinion that if you set out to do something then you should really DO IT! No matter what that something is. This is just a taste of the fun that can happen when you try to take something just a little further than expected. Posted by Justin Thomas.
theartofjustinxcom.blogspot.com
X-COM: August 2013
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Saturday, August 17, 2013. Every Good Containment Cinematic has a good Animation Test. Here is a playblast of an animation I did for the Muton's Containment cinematic. I was trying to make him feel aggressive, and show how eager he is to escape and destroy something. Posted by Justin Thomas. Subscribe to: Posts (Atom). View my complete profile. RESUME' and DEMO REEL. X-COM: Enemy Within 2013. Every Good Containment Cinematic has a good Animat.
theartofjustinxcom.blogspot.com
X-COM: Motion Capture
http://theartofjustinxcom.blogspot.com/2014/01/motion-capture.html
Tuesday, January 14, 2014. Motion capture can be a touchy subject with animators, but sometimes necessary in tight production schedules. Especially in the video game industry. Here is a case where some animation skill went into cleaning up all the movements and in some cases adding new motion to an existing chunk of mocap data. The facial animation was hand keyed and the end result is pretty fun in context. Here are a few shots I worked on from the "Base Assault" cinematic in XCOM: Enemy Within.
theartofjustinrailroads.blogspot.com
RailRoads!: Rail Roads Animatic
http://theartofjustinrailroads.blogspot.com/2010/12/rail-roads-animatic.html
Thursday, December 9, 2010. Dennis Moellers and I made this for the Firaxis Games title Sid Meier's RailRoads! The final movie was outsourced to a game cinematics company. An original musical score was also produced to replace the placeholder music used in this animatic. This piece served as guide, and direction for what we had imagined the final movie to be. Dennis Moellers Co-Wrote the story, and was responsible for all other shots, and final post production work using Adobe Premiere Pro.
theartofjustinxcom.blogspot.com
X-COM: November 2013
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Wednesday, November 27, 2013. Watch the playblast, and final renders here:. Posted by Justin Thomas. Cry Me a River at the Deluge. Here is the full cinematic, and playblasts from shots I actually worked on:. Posted by Justin Thomas. Subscribe to: Posts (Atom). View my complete profile. RESUME' and DEMO REEL. X-COM: Enemy Within 2013. Cry Me a River at the Deluge.
theartofjustinxcom.blogspot.com
X-COM: Make those In-Game Animations Shine
http://theartofjustinxcom.blogspot.com/2013/12/make-those-in-game-animations-shine.html
Monday, December 23, 2013. Make those In-Game Animations Shine. Here are a few samples of animations done for those in-game assets. Posted by Justin Thomas. Subscribe to: Post Comments (Atom). View my complete profile. RESUME' and DEMO REEL. X-COM: Enemy Within 2013. Make those In-Game Animations Shine.
theartofjustin.blogspot.com
The Art of Justin: August 2013
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The Art of Justin. I hear and I forget. I see and I remember. I do and I understand." -Confucius. Games that I've worked on:. Wednesday, August 28, 2013. I can finally talk about the expansion project I have been working on since the release of XCOM: Enemy Unknown. Slated to release in November. Fans should keep a few weeks free during the holidays to play this little slice of awesome! Stay tuned for some really amazing content as more info is released. Subscribe to: Posts (Atom). View my complete profile.
theartofjustinxcom.blogspot.com
X-COM: December 2013
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Monday, December 23, 2013. Make those In-Game Animations Shine. Here are a few samples of animations done for those in-game assets. Posted by Justin Thomas. Subscribe to: Posts (Atom). View my complete profile. RESUME' and DEMO REEL. X-COM: Enemy Within 2013. Make those In-Game Animations Shine.