Goldtooth Creative
Working at Goldtooth is a unique experience. The past 4 years have provided many opportunities for creative problem solving and contributing to cutting edge trailers & cinematics. My duties have included: creating & maintaining animation rigs, skinning and deformer setups, developing animation & rigging tools in python, asset management, and character animation.
A gratuitous intro to some of the work I’ve been apart of at Goldtooth. More details below as to my contributions to the shots.
Here are the individual trailers these clips are from, along with a description of my contributions:
Sarif Industries ~ “cyber arm”
Time for some human augmentations. This trailer is part of the early campaign for Deus:X 3.
For this one, I took the cg robotic arm rig & football, and match-moved to the live actors arm. IK animation of the arm, which was riding on a complete character skeleton. Having a skeleton mimicking the action of the footage helped to line things up. The left arm & ball have been completely replaced in the sequence.
Sarif Industries : Testimonials
Prototype 2 : Red Zone ~“Brawlers”
Had lots of fun working on this one. Painting skin weighting, adding additional deformers, as well as animating a shot with these cuties. Also, threw a funky little “spline Ik” rig on one of their tongues. This was for the Prototype 2 : Red Zone trailer.
I really enjoyed this departure from working on humans.
Thief 4 : Out of The Shadows Debut Trailer
While I was acting primarily as a Rigging TD on the Thief project, I also had the chance to put some of my setups to the test by animating the tying of a rope, as well as finalizing animation on a necklace I rigged. Custom blend shapes & bespoke rigging was also implemented to fix problematic deformations.
Prototype 2 : cinematics
Rigged all props, skinned various characters & faces. The faces in this project were driven with facial mocap.
Crysis 3 : Opening Credits
This is my first trip to outer space as an animator, and rigging td. Duties included assisting with rigging and simulating of the characters floating ‘nano tiles’, managing prop rigs, and rigging / animating squid-like tentacles… good times!
Forza : Horizons
A quick reel showcasing some of the work we did for the non-interactive sequences for Forza:Horizons. I was skinning characters& faces, adding corrective blendshapes & extra controls, as well as creating the car rigs. I was also involved in animation trouble shooting, shot finaling, and geometry caching.
Little Big Planet Karting : into & outro
Fun project. No dark brooding atmosphere here, just good ol’ fun! Developed automated rigging process for props & carts, as well as an automatic rig to attach the carts to paths that deform to the topology of the environment. This made life easier for the animator for propagating and adjusting the carts. This was also the first show that I worked with Alembic caching.
DeusX Human Revolution : cinematics
First project at Goldtooth where I was involved in the rigging pipeline. Custom prop rigs, as well as adding additional controls to character rigs.