QTell us more about your role as an animator, what is your day to day work like?
AIt can vary. At the moment, I’m doing cut-scenes for Volume and we have a mega talented storyboard artist on our team. Day-to-day I’ll come in, look at the shots I plan to do that day, take a look at the storyboard animatic and read the script. I’ll also consult the notes I may have already taken on those shots. Then I listen to the voice performance over and over and over again. I figure out what the tone of the scene is, what the point of the shot is, what the characters are trying to say, the subtext, feel out the best performance for that, and then I act it out on camera. I act it out about 20, 30 times, basically as many times as it needs until I feel confident with it. Then get my Maya file open and start animating! The final stage is sending everything through for review and hoping that they’re happy with it.
That’s what I do at the moment, but often it’ll be gameplay stuff; runs, walks, jumps and all that, I enjoy the physicality stuff too.
Sometimes I’ll play the game, test things and polish or bug fix, which can be the day-to-day of most positions in the industry really.