Principal Animator @InfinityWard working on #MW4 / Former Senior Animator @Respawn | MWIII, MWII, MW 2019, Apex Legends, Titanfall 2 | ✝️

Tennesee
Joined November 2013
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10 years ago, I started my first day at @Respawn
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Rewatching Episode III and I'm wondering what in the world happened here
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Glock...with a hopper?
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The Whizzbanger, or "that" one Pimp My Gun creation
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As far as viewmodels, he was only a consultant and gave plenty of advice on how to handle the manipulation of fire arms. We studied a lot of his movements, techniques and principles to apply them across the board with the viewmodel animations. No mocap!
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Replying to @LucasBotkin
Unfortunately this is a common misconception. Lucas only did mocap for the 3rd person characters to help create the visual identity of what we were aiming for, and maybe only a remnant of what we captured of him is in game.
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Super Smash MA5Bros
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Replying to @toastybreadarts
The base animations were done by @troyirving , and I created the akimbo animations.
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Replying to @Hypo_Thermick
Hey thanks! I’ll admit a lot of these aren’t super polished and many were just placeholders to get the animation system working, but I did think that at least getting the run anim to look good was important as that’s what I was doing the most when testing 🙂
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Replying to @tangentiallogic
Ah yes...the thing I feel like I don't have enough of, and sometimes too much of! 🫠
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I had an idea for a tasteful reimagining of Gamma's storyline, but I don't think I'll go back to this anytime soon. I also thought of making it an animated series instead, which is where this video initially came from. In the end I concluded that it would take way too much time.
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This was the first actual completable level that I worked on, just with some very basic elements.
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One strange and intriguing thing I came across was when I unified Station Square into one whole map. I realized it made the map feel way smaller because in the original game, the loading screens between areas somewhat implied and gave the illusion that it was a much larger city.
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While I didn't implement NPCs, I thought to improvise with some monitors and just had a little bit of fun with it.
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My favorite and later additions was the Adventure Field transitions. The Egg Carrier level transition was the first one I worked on, and when I first implemented and included the unused audio, it sent chills down my spine. It's the little things that count.
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I also had some extremely basic Spinner AI that would just follow you and try to hit you, so it wasn't anything too crazy.
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