Acts of Blood is a Beat ‘em up, Action, 3rd person game which focuses on fast-paced, brutal hand-to-hand combat. Set in dystopian city of Bandung, Indonesia. - by the Indie studio - Eksil Team, led by Fajrul FN - whom I worked with on Project KATO
What can I say, another than this is another dream project to help realize. The goal of bringing the feel of Indonesian Martial Arts action movies like Merantau, The Raid movies, and The Night Comes for Us (to name a few) to a video game where you are in the thick of that combat. I’m there! So I was stoked to catch up with Fajrul and get invited to join this passion project and contribute to the mission.
I’ll be revamping the combat animations to more accurate Silat techniques for our hero, Hendra, and add some more satisfying counters and finishing moves.
I had the honor of joining the Firewalk Studios Animation Team for 2 years on this FPS shooter as a 3P Gameplay Animator, initially under Probably Monsters until it was acquired by Sony in 2023. - Huge thanks to our Animation Director, Mark DeRidder for offering me this opportunity.
I was responsible for 6+ character’s 3P animation sets - creating full navigation sets, actions, abilities, and perhaps my most notable contribution - the dodges! All the dodges I worked on were keyframed.
We used mocap for the navigation, captured by my amazingly talented colleague Tom Saville with his Xsens suit, my own Rokoko suit and gloves, and optical captures from Sony’s mocap stage. I worked in Maya for the mocap clean up for the nav sets, actions and abilities were a mix of keyframe and mocap depending on the weapon/character. I captured mocap for the Knife Expert’s (Bazz) melee and ability animations.
Getting to work with this team has been one of the most rewarding in my career as an animator and game dev, so I just wanted to give a special shout out to the Animation Team for collaborating with me on this, I’ll miss getting to work with them now that the studio has closed.
Mark DeRidder - Gameplay Animation Director
Ryan Lenehan - Lead Gameplay Animator
Tom Saville - Principal Gameplay Animator
Troy Cucchi - Animator
Darren Chui - Associate Animator
Jason Holutiak - Lead Technical Animator
Matthew Woock - Technical Animator
Patrick Benson-Kingsland - Technical Animator
I’m still going through footage of Concord, so I’ll update this with more videos as I can soon!
Warship Jolly Roger is video game adaptation of the graphic novel series by Sylvain Runberg (Author) & Miquel Montlló (Artist) - both of which are onboard to adapt and expand the universe and story together with Proxima Studio, founded by my good friend Harvey Newman
I’ve had the pleasure of helping the team with animation for gameplay and cinematics, setting up motion capture shoots with Super Alloy, casting voice talent, and as an Unreal Engine generalist - the indie dev feeling of wearing many hats. Harvey assembled an amazing team and I’m thrilled to be a part of it to bring this story to life in a new way.
This is a dream project for me, a Cyborg Ninja in a cyberpunk setting, say no more, I was in.
I got to help define Kato's movement and combat style with Fouad, the lead on the project, who is amazingly collaborative. Huge kudos to him for all the implementation and going with most of the suggestions I threw his way. We spent long nights iterating on all the gameplay until it felt right.
Pretty much all the animation was hand keyed for Kato in Cascadeur, with a few things I motion captured for stealth kills, defensive blocks, and finisher reactions with my Rokoko Smart suit and gloves. Clean up was done between me and the other amazing animators I had the honor to work with.
We’ve been steadily updating this behind the scenes, but you can see more updates on here:#PROJECTKATO
Blind Fate: Edo No Yami is a hardcore 2.5D cyber-samurai game set in post-apocalyptic Japan that has you doing battle with cyber versions of yōkai from Japanese folklore developed by Troglobytes Games. Out on all platforms!
I was following this project when they reached out to me for help with gameplay animation, so I was excited to jump in and start. I had the pleasure of working on several enemy types, friendly NPC’s, and bosses, including some finishers that made it into the trailers and marketing. I also helped touching up and redoing some existing animations for Yami and other characters. This was all keyframe animation done in Maya.
Head 2 Head is 2D fighter developed by ArcForged, which I was very stoked to be able to work on as a fan of their work and lover of Fighting games. Playable now on Steam.
I’ve had the privilege of animating complete character movesets for the Wrecking Ball and B.Swole characters (so far). These are all hand keyed in Cascadeur.
Now this one…is a personal favorite with my love for combat in games.
I took the combat system I developed in The Knights of Foxwood and expanded it to allow for WAY more string possibilities. The goal being to flow as much as possible with tons of variations in the combo strings. In between bigger projects, I continue to add to the move list with different martial arts styles and favorite moves. I'm still expanding gameplay mechanics - parkour is next before I come back to fleshing out the AI more.
I also continued what I learned about cell-shading in an attempt to get closer to an inked look, still developing this one but very happy with the different results so far.
This is all in UE5, making use of the control rig and full body IK systems in engine has made life easier on the dev side. Right now, about 95% of the anims are all keyframed in Cascadeur, but I have a backlog of motion captured moves, using Rokoko smart suits/gloves, to clean up and get into the game as well. All in good time.
This project is another special one to me, making it for my daughters again, but based on things they’ve enjoyed from games I got to watch them experience. I treated my time attending GDC virtually as a game jam and went in on putting together the mechanics. I’ve only teased a little of this one publicly because I want to polish things up a bit more… So please stay tuned for more in the future!
I began this one in UE4 and migrated to UE5 to make use of some features for the open world and new IK rig stuff. Went on a deep dive into materials to find the right cell shaded look. For the hero, I started with a model from the UE Market place and kit-bashed it into a modular character, as with its simple Chibi/Anime style look - it would be easy to create different clothes, armor, hair, and accessories for the character in game.
The combat system logic is nearly complete, sporting unarmed and armed states. I was fixing locomotion and climbing system last time I had time to tweak things - also nearly done. All of the modeling, rigging was done in Maya, but I then took the finished skeleton into Cascadeur to create a control rig for and animate there.
This is a Solo Dev passion project for me because I love fighting games. Combining elements from some of my favorites was the initial goal - sort of a DOA x Smash Bros x Street Fighter in broad terms.
This was put together in UE4, so I still plan to move to UE5 when I revisit it next. A lot of the gameplay mechanics are in with a few to go before polishing up. Lots of kit-bashing of Marketplace Assets was done in Maya, animation in Maya and in Cascadeur. I motion captured some attacks, defensive moves, and counters using Rokoko Smart suits and gloves - getting into a smooth pipeline for that clean up.
I’ve had a blast implementing new features (like the KO system I often shared on #ScreenShotSaturday) and learning along the way. Progress slowed down as the workload for other projects picked up, but I still intend to come back to this one and keep going!
Chibi Runner is a casual 3D Endless Runner with cute Chibi Anime style characters to let you test your skills!
Simple low poly stylized look, with tap to play mechanics that make it easy to start and takes skill to master. Hop from platform to platform, avoid moving walls, and beware of shifting platforms that change things up and make you think about where you need to be to keep moving!
This one was for my daughter’s. I worked on this over the course of a week as learning project for the mobile game publishing pipeline and refresher in Unity. Most of the work I do is in Unreal Engine, so this was a fun way to remind myself what the other shoe feels like and give the girls a little game to play.
An Arena Fighter being Solo Developed in Unreal Engine
MORE INFO COMING SOON
An Unconventional Third Person Action Adventure game being Solo Developed in Unreal Engine.
MORE INFO COMING SOON