August 13, 2016

Finally an update years later!

It has been a very long time since I have posted an update on my blog/site mostly because working and day to day life keeps you in a routine and you forget to do these things. So going to post up a recent demo reel I slapped together, honestly not all of my best work but I wanted to get something together since I havent....at all since I been at HiRez.

I expect to use this format of the demo reel to update overtime, once my project is finished I can update my reel with my best and newest things as well.


Demo Reel 2016 from Matt Broderick on Vimeo.

April 5, 2013

'Blind' demo level

Back in late February I joined up a small team of people working on a game on Unity. The basic game idea was you played a blind thief and you 'saw' the world through sound. I liked the idea and I have been wanting to learn Unity so I decided to jump on board.

 Here is the link to 'working' test build: digitalraingames.com/files/BlindBuilds/Recruit%20Scene.html

Controls: 'wasd' for movement, camera is controlled by mouse, 'spacebar' lets you crouch and un crouch, 'b' lets out a sound wave, '1' pulls out the sling shot and you can right click to aim and shoot with left click.

Guards react to sight and sound, so if you crouch walk up behind them they wont hear you but if you run they will. You can crouch past them under certain objects and they cannot see you. They do chase you and can knock you down.

Your sling shot (animation for the string is bugged and wont be pulled back right now) you can ready and shoot at guards to disable them for a short time. As well you can hit the ground of objects near them and they will react to the sound.

Obviously this is just a test scene and lots of bugs (ignore the giant women) as well as some old art assets and animations, but its the start of our idea. But this is all my animation and so far Unity has been very friendly about getting animations working in game, we are only dealing with the sling shot not animating correctly since its switching parents and such.

Whats next?

Well we already have a new hero mesh and that is way higher poly and designed a bit different. We have a new weapon/tool the "sound stick" which allows you to hit the ground ('b' button in demo) to reveal an area around you. We are grabbing another artist cause we will need one for more models and more texturing that will need to be done.

Animation wise I got some things like jumping in and out of windows, over fences, polishing or redoing some of the existing stuff.

So I plan to update on new iterations of the game in the future when they actually do setup a build.

February 18, 2013

Unannouced Project Animations

video
Forgot I had these animations laying around. These were some test animations I did for an announced project. These were mostly me getting use to the rigs and trying to get a feel for the characters. Nothing was put into game they were just test loops and such, while the Tool hammering animation was going to be used for a game play video.

Sorry for the ugly blogger video, Vimeo was giving me issues Ill have to re upload it later.

December 11, 2012

Digipen Senior Project



I totally realized I never posted this up. This was our final project for our senior year at Digipen. It was originally designed to be a 3/5 minute short with 2d Sequences and an extra cave environment but like any production issues arose along the way and we had to sadly scrap many things. In the end we had to cut it down to a trailer of what it was suppose to be. It really hurt but it had to be finished and polished, even if it was just a trailer. 

The particular shots I animated are the dragon fire breath (FX not done by me), Kid on the ground reaching behind him, and the sword grab. I of course had many other shots but they were taken out as we pushed towards the end. 

Im going to be uploading a bunch of animatics, storyboards and art from this since I really love the pre production work we put into this.
 
 

December 3, 2012

3D Knight WIP


 After a super busy November I have finally been able to get around to modeling this guy. Just modeling off my original sketch I did and planning to do a large variety of game animations and possibly some short animated sequences. Since I really enjoyed the puppet shop rig for 3D max I will be using that again, it really lets me create various animation cycles easily and I like its setup since this isn't going to be super high poly character.

Still a lot of work to do but this is a WIP right now. Still need to do another pass on him to smooth some things out but I did want to leave a feeling of low poly to him vs high poly. Of course texture work as well which should be interesting since im still not sure what I want to do with him. And I might also try out some zbrush sculpting but not sure yet since I really just want to get to animating.

October 19, 2012

New Reel

I have finally constructed a new Demo Reel. Since I spent over a year working on Age of Empires Online I have sorted through many of which I like the most and shows of my abilities.

Age of Empire Online Demo Reel from Matt Broderick on Vimeo.

July 12, 2012

Knight Helm

Figured I may as well attempt to start the 3D model and im pretty happy with it. I still have some scaling and adjustments to do but first pass im pretty happy with. Next hurdle will be to figure how I want to do the body pieces, since all the gaps are mostly done with chain mail.