I’ve probably broken every rule laid out in my previous post on creating a game demo reel, but nowadays I don’t do as much finished animation as pre-visualisation for new gameplay features and general visual direction. I did, however, reserve the ground movement cycles of all three player characters for myself, including the Assassin at the various stages of his life. This reel also showcases sequences from our original pitch movie done at the start of the project which are now in the public domain, with the music being Pursuit by Gesaffelstein.
Archives For Work
The Game Anim Demo Reels vimeo group has now attracted 100 members of both students and professionals alike, with around 150 game demo reels on display. This is great start, and I intend to keep it curated as a resource for anyone looking to update their reel.
In other news, this recruitment ad appeared in the March 2013 issue of Game Developer magazine and will probably be popping up again for the foreseeable future. The shoot was a lot of fun, with me strapped to a reclining “stunt chair” and all manner of supports holding up my legs, clothes and a giant fan blowing my hair. Please overlook the homoerotic undertones – we spent so many years working together that a special bond was formed.
It was a champagne celebration friday following the news that Assassin’s Creed 3 won the Outstanding Achievement in Animation award at this year’s DICE (Design Innovate Communicate Entertain) Awards – essentially the videogame industry equivalent of the Oscars.
Competition was strong this year so I’m extremely happy that the Academy appreciated all the hard work and improvements made over the previous games in the series. I’m also incredibly proud of all the team-members that poured so much effort into a sequel – the collective drive to raise the bar at Ubisoft is something quite incredible to be a part of!
He didn’t win so it was never aired, but here is the video I created for the Spike VGA’s “character of the year” acceptance speech. Not counting the mocap shoot, it was only a few days work with a little help from those on the cinematics team, (the fight portion is a modified combination of two of our ingame double-counter-kills), but I never made any cutscenes for AC3 and wanted to familiarise myself with the entire workflow.
AC3 is now out in the wild and IGN has created a wonderful set of videos depicting many of the challenges that we overcame throughout development of this massive project.
Part 1: Origins – Discusses the initial production process of the game, starting back when only a small number of us formed the team in early 2010. At this stage we knew only the time period and setting, so created a test video to give an idea of how a typical play of the game might look and feel – from which point we began prototyping all the various systems and technology we’d need to make it real.
Part 2: Refining The Assassin – Because the titular hero is the single thread tying the entire game together, this video is devoted almost entirely to the development of our new Assassin, Connor.
Here is the full 30 minute presentation plus Q&A from our recent visit to London’s Eurogamer Expo at the end of September. It had been around a decade since I’d last been to Earls Court for the late ECTS trade show and was impressed by the scale of the overall exposition, as well as the smooth running of the presentation itself. Well done Eurogamer!
This presentation gives a fairly high level overview of our approach to the game and decisions we made due to the audience being fans rather than developers, but hopefully it provides some insight to the creative process behind our game. I’m especially happy to finally be able to share at least some of the “Target Game Footage” video we created over two years ago to set this massive project in motion.
As of last week Assassin’s Creed III is finished from a content perspective, and we’re having fun as a team playing through the game and really seeing how it all hangs together – I’m especially proud of the achievements of the animation teams, with those stationed in Quebec and Singapore only adding to the overwhelming size of this beast. I can’t wait until players get their hands on it on October 30th!
The press tour is about to begin, so it’s off to Boston next week and then I’ll be presenting a brief panel at Eurogamer in London at the end of September showing some behind-the-scenes footage of the processes we went through to arrive at the Assassin we know today as Connor. There are several “making of” web videos incoming also, so I’ll post them as and when they’re completed.
Last work-related post before I delve back into our basement studio and finish the game. I had a great time at E3 demoing the Wii-U version of the game to many fans and developers in the Nintendo area, not to mention it being a really great opportunity to share ideas with my fellow Animation Directors on Splinter Cell & Watch_Dogs.
Above is a video of one of the three demos we put together that showcases our new Assassin Connor in motion. The team are really excited about the response; with over 50 award nominations it should give us enough energy and encouragement to finish the game over the coming months.