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“Spare parts” 8bit credits

Posted on December 28, 2011 
Filed Under EA | Leave a Comment

For “Spare Parts” credits, our concept artist Ross Burt offered to make some retro 8bit rolling credits and he created an 8 bit avatar for the core team.

It was really fun to see his 8 bit caricature of all of us ;-)

Here are some screenshots followed by the entire credits.

Watch them with the music on Youtube:
http://www.youtube.com/watch?v=86SQ9QdqwVM&t=2m2s

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“Spare Parts” cutscene 2a Progress reel
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Spare parts cute designs

Posted on October 15, 2011 
Filed Under Animation, Character design, EA | Leave a Comment

My ex-coworker Ross Burt posted some of the character designs he created for Spare Parts.

The cute robots weren’t selected for the final game but I really loved them. We did model one of them and I got lucky to animate the green one with spray can nozzle head on the far right. Those who know me will rightaway understand why I fell in love with that little fellow ;-)

Spare Parts Heroes and Villains

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Spare Parts Cutscene 02b progress reel

Posted on February 22, 2011 
Filed Under Animation, EA, Portfolio | 2 Comments

And an other progress reel for Spare Parts Cutscene 02b. That sequence followed Cutscene 02a during the game. The lighting is “In Game” and the shadows are baked or faked.

For that sequence I used the famous shot from Tim Burton’s “Mars Attack” and an other one from Dreamworks “Monsters vs Aliens”. (click on the thumbnail for an edited animation)

For the layout, I reused a run cycle I had done for in-game animation and quickly tweaked it so the character could come to a stop and restart. As you can see there is no offset in the cycle yet.

The idea at that stage was to convey that an entire army was getting ready for the fight and a long queue of enemy would go throught the suit-up machine. This eventually got ditched as I didn’t have time to animate all those guys reacting to what was happening in front of them. The rigs were also really really slow and I couldn’t get more than 2 of those guys in Maya at the same time.

After pitching the idea to the executive producer, he suggested that one of the characters would get his helmet the other way round to give a more comical effect. I was delighted as it meant I could have a bit more time and went a bit further by having the guy getting stuck to the machine.

The chair is missing here as Ross our concept artist was working on the final environment and I changed the colour of the tube to match the colour of the LCD screen in the previous shot. At that stage I had establish that the good guy would use a variation of blue colours and the bad guys a variation of greens, ultimately we went for purples in final.

If you pay close attention to the end of the shot, you will notice that the arms on the poor fellow have been inverted when he has his helmet the other way round. As the helmet and the arms were constrained to the same control, this was the only way I could achieve that effect. Talking about constraints, while in the air, I parented the upper body of the character to the transparent box you can see at the top to allow for the flailling legs and rotation of the main control without affecting the upper body. Originally the tube was supposed to be transparent and show that but when in game, we ran out of time to make it work.

I hope you found this interesting!

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Spare parts
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Spare Parts Cutscene 02a progress reel

Posted on February 21, 2011 
Filed Under Animation, EA, Portfolio | 4 Comments

Some of the work I did at EA last year

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“Spare parts” daily demo

Posted on January 31, 2011 
Filed Under EA, Portfolio | 2 Comments

“Spare Parts” came out last week and despite a lot of praise for the fancy graphics and ANIMATION the game didn’t get very good reviews among the hardcore game critics who weren’t too pleased to see a game renewing with the tradition with simple and fun action adventure games.

If you haven’t got an internet enabled Xbox360 or PS3 and didn’t get a chance to check out Spare Parts démo on PSN or XBLA, here is a “Gamespot Daily demo” where you will be able to get a glimpse of the actual game play, in-game music AND, for once, what EA normally hides for screenshot purposes, the fancy frontend graphics Kim created for the game.

Doesn’t that game look stunning?

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EA “Spare parts” is out!

Posted on January 20, 2011 
Filed Under Animation, EA, Portfolio | 3 Comments

Spare parts, the game I worked on last year at EA Brightlight is finally out on Playstation 3 and Xbox 360.

Spare Parts is a game that renews with the tradition of fun action adventure games for all we all love.

At less than $10, downloadable on XBLA and PSN, you can’t go wrong!

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Simon Pegg “Spare Parts” interview

Posted on December 2, 2010 
Filed Under Animation, EA | Leave a Comment

An interview with Simon Pegg just emerged on IGN. In that interview the Shaund of the Dead star is talking about the great downloadable game I was working on few month ago at EA: “Spare Parts”

Check it out, there are plenty of new clips/concept arts from the game and even ….. some of the cutscenes I worked on!!!! :-)

More Spare Parts Videos

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Spare Parts Gameplay

Posted on September 16, 2010 
Filed Under Animation, EA, Portfolio, Video Games | Leave a Comment

so we have a new gameplay trailer, a poster and a Facebook page!

ah I wish you could see the cutscenes…..

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“Spare parts” interview

Posted on July 22, 2010 
Filed Under EA, Video Games | 1 Comment

Our game designer Gary Napper just came back from San Francisco where he presented our game “Spare parts” to reporters. Want to find out what “Spare Parts” is about?

The robots at the bottom in the background are performing some of my “idle animations” by the way.

Oh there is also an other video with more gameplay on Gaming Truth

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EA “Spare Parts” teaser

Posted on June 24, 2010 
Filed Under Animation, EA, Portfolio, Video Games | 2 Comments

Spare parts

Spare parts EA

The teaser for the game I am currently working on at EA Brightlight is finally online. You can even find a HD version on Gametrailers!

This game and the team I am working with are awesome. I have only been in the game industry for few years but making a downloadable XBLA/PSN game is probably the closest thing to what it was back in the mid 80s/90s. Unlike the 70 and upward teams most games require nowadays, in a project of that size, every team member can truly participate to the direction of the game.

All the character animation has been done by Neil, my lead animator, and myself.

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