In early 2015 I joined Cloud Imperium Games as a Senior Animator to work on Star Citizen and more specifically the single player FPS ‘Squadron 42’.
I had been hired as an experienced senior animator with relevant mocap\motion-editing background whilst working at Rockstar Games.
My role during the 2 years I worked on Star Citizen was to create and implement the necessary anim-sets to form the core locomotion for the First Person Shooter aspect of the game, this covered both ‘Star Marine’, the Multiplayer arena based shooter as well as ‘Squadron 42’, the Single Player campaign episode.
I was also involved in guiding animation based pipelines\tools as well as process, particularly with my knowledge and background in motion editing using Motion Builder but also my general experience of pipelines and procedures working on large scale triple-A titles.
Initial work revolved around establishing a general animation pipeline and workflow for the in-game scripted cut-scene work. Emphasis was moved shortly after, to our team (Foundry 42, Manchester) being responsible for the in-game player\NPC animation for the FPS titles ‘Star Marine’ and ‘Squadron 42’ with cutscene work going to the Frankfurt studio to handle.
Systems worked on :-
On-foot Player\ NPC general locomotion (Standing\Crouching\Prone)
In\Out Cover system (sliding\diving to and from cover)
Ladders
Vaulting
Jumping