South of Midnight
- Scope of work
- Character animation, In-game cinematics
- Location
- Bogotá, Colombia
- Year
- 2025
- Company
- Agora Studio
- Software
- Autodesk Maya
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.
Sequences I worked on:
Credits
- End client
- Compulsion Games
- Publisher
- Xbox Game Studios