So my idea of updating this more frequently has kind of gone out the window, but not without just cause. Work has been keeping me busy, and I haven't had any real milestones that I thought were worth writing about. Well, I shouldn't say that. I have worked on a ton of projects, worked with lots of different folks, and learned more than I ever could have predicted. Let's go down the list of games I've worked on, and see what I can finally talk about.

They started me out on The Secret Saturdays: Beasts of the Fifth Sun for wii, working on pre-rendered cinematics. Although this was familiar territory for me, working in 3DS Max was entirely unfamiliar. Having only ever used it to complete my art test, I had to learn its deeper functionality on the fly while creating these cinematics from storyboard to final render in a matter of four months. Character Studio was a big enough change on its own; forcing me to learn an entirely new methodology and tool set for animating characters than I had been used to with Maya and XSI. While learning the software, I was personally responsible for half of the eleven or more minutes of cinematics we created, including storyboards, camera and character animation, complex visual effects, basic texturing, lighting, and rendering. It was a challenge, but I'm quite proud of some of the work that I did.
Next up was a brief stint on Iron Man 2 for wii, where I worked on in-game cinematics. Though there was much less work to do for these (mostly just storyboards and camera/character animation), transferring it all into the game engine provided its own set of challenges. Having never done in-game animation of any kind, I soon became aware of the technical limitations of working in the engine. As before, I learned the tools quickly and managed to pump out two story-driven cutscenes in about three weeks.
After that was a long journey on Tournament of Legends, a brawler for the wii, doing mostly character animations. Now these were actual interactive animations on playable characters, which was new for me and was a learning experience in itself, but we also used motion capture for nearly every move in the game. I hadn't worked with motion capture either, so it was a challenge on two fronts. Between me and two other animators, we created every piece of animation in that game. These were complex characters too. Some had wings. Some had layers of cloth dangling off of them, which had to be hand animated. One character even had medusa-like snakes which all had to be hand-keyed for each individual move, which I was primairly responsible for.

A short run animating for Conduit 2 was next on my plate. My task was unique though. They gave me a set of enemy characters, and asked me to develop a style of animation that they could all follow. These were an advanced race of insect-like robotic creatures that I was told had to move in a way that would constantly suprise the player. The look I came up with was a success, but you'll just have to see it for yourself. It's too weird to describe.
Working on The Grinder was yet another challenge. It was the first game at HVS to use Terminal Reality's Infernal Engine that the company had just acquired. It was new territory for everyone, and I was one of the trail blazers. I was responsible for certain enemy animations and a cinema in the demo we were working on for GDC. This involved learning the new node-based animation builder system as well as learning (and fighting against) the buggy new cinema creation tool. Since GDC was approaching, I often didn't have time to wait for bug fixes, so the challenge became working around the bugs and tool limitations to create work that looked like there were no limitations involved.
It seems like every time I encounter a new project, I'm having to learn something I've never done before, and I hope that trend continues. So far it looks like it will be. I've just been assigned to a new small unannounced project as the animation lead, and I'm excited to finally use all my experience as an underling and apply it in a leadership position. It'll also just be good to start on a project from the very beginning and watch it develop to completion.
So that's where I am now. I'll try to keep things updated here more often, but I make no guarantees. I can say one thing for sure though: next time you hear from me, I'll have plenty to write about.