Animation System

A new animation system that uses a custom LLM system to play creature reactions based on objects detected in the real world. A small team, which included myself, built it on a unique timeline that was separate from the game’s production. My primary role was to create the animations and develop the animation library that the system would use to determine which animations were appropriate based on the object detected.
Further information can be read
here.


Rigging


Swirling Particle Orb

The Swirling Particle Orb simulation was created by transforming a sphere geometry into a volume and turning into particles. The particles swirl on the surface of the sphere geometry.

A second sphere geometry is used where the particles formed within the dopnet travel and swirl along the surface of the geometry without colliding. The particles create a polygon trail behind them. 

Houdini



Melting Procedural Chair

Procedural chair created out of various geometry.

A melting simulation was applied to the geometry to give the chair the appearance of melting into a liquid substance.


Modern Still Life with a Procedural Plant

Modern decor scene created using various geometry primitives, light set up and a render camera to try to achieve a modern still life render.

The lights contain a total of 4, an HDRI for an ambient lighting, a blue light for the cooler color, a yellow for the warmer color, and white light to shine above to give a more dramatic effect.

Three geometry nodes were used to created the images shown in the render: the tree, the vase, and the remaining primitive shapes.