It is always within the video game studio Ubisoft Annecy that I am currently a 3D animator. Recently, I had the opportunity to work on a new facet of realistic animation for video games: cinematics!
What do you mean cinematics?
Until now my projects have been focused on animations called "gameplay", i.e. called by the game code when the player performs an action. These are very short animations, cut out which, it must be said, sound more of technique rather than creativity :p
Cinematics, on the other hand, in real time or "calculated", is another story. And that's really where I'm having fun! Much more focused on creativity, even if you have to respect the performance of the actors and the artistic direction, the fact of having a long action really related to a set, which makes sense, made me realize that it was in this way that I would like to lead my career.
DLC Watchdogs: Bad Blood
So it was in collaboration with the studio Ubisoft Montreal that I was able to make my weapons. On the Project Watchdogs DLC: Bad Blood.
History Parallel to the main game of Watchdogs, we attack the scenario by the angle of the character of T-Bone.
The cinematic I worked on takes place at the end of the game. I was in charge of the motion editing of the 2 characters present in the scene (not on the screens). I'll let you discover the video:
As well as the case study that describes in more depth the challenges I encountered: The case study on the Watchdogs Bad Blood project.