The story
I saw the South of Midnight trailer online and it blew my mind. It looked like a movie. I remember thinking: what is this?
A few months later I got an email from Ágora asking if I wanted to come in and work on cinematics. I said yes without thinking twice.
Once I was in, I figured something out fast. The game wasn't going to look like that trailer, that was a showcase. What we were doing was game cinematics, lots of volume and a real production pace.
Here I was an animator. I'd get my scenes and push them through. It was all motion capture, and I had some experience but not enough. I had to solve things I'd never solved before. I learned to use locators to move the animation, to read the rotations properly and understand what was happening frame by frame so I could clean it by hand. I stopped settling for whatever the program gave me and started putting in what I actually wanted.
It was demanding. I made mistakes I'm still working on, and I learned a ton.
Seven months, great people. The project ended up winning an Annie. Take a look at how it turned out.
The trailer that got me in
Not my work. This is the trailer that made me say yes, and it is worth watching first so you know what the bar looked like going in.
Sequences I worked on
All motion capture, cleaned and pushed by hand in Maya. These are the sequences I animated.
The project, in short
- 2024–2025
- Year
- Agora Studio
- Company
- Character animation, In-game cinematics
- Scope of work
- Autodesk Maya
- Software
- Bogotá, Colombia
- Location
Credits
- End client
- Compulsion Games
- Publisher
- Xbox Game Studios
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