Kumi Sasaki Video Game Animation Reel Break Down 2017/08/16 OH! BAKYUUUN 0:03-0:08 Software : Animation Master This is a shooting game that includeing a lot of mini games. I made all animations and rigs for this game. I suggested many mini game ideas, and many of my ideas were adopted. When we ported it to console I became the project leader. TEKKEN : NINA WILLIAMS DEATH BY DEGREES 0:09-0:10 Software : Maya This is a third view action game. I was in charge of protagonist's all attack animations. Besides that I made character and camera animations for cutscene. GOD EATER 0:10-1:12 Software : Maya This is a third view action game. My responsibility is making all attack animations of main characters. Beside that I was in charge of animations for cutscene. BLOODY ROAR 0:12-0:16 Software : Animation Master This is a fighting game its characters can transform into beasts. I was in charge of all animations of "Ron" using Kung Fu and all character's winning production. In Bloody Roar 2, I also took charge of Ron's modeling in addition to animation. 1 of 3 SOULCALIBUR II 0:16-0:30 Software : Soft Image This is a fighting game use weapons. My main responsibility is animation of a character that uses footwork like taekwondo. I am good at making powerful and dynamic animations. THE IDOLM@STER 0:31-1:36 Software : Soft Image I was the lead animator of the idol master, There were 7 animators including me in the animation section. My responsibilities are made schedule, supervised, made rigs, made cameras, and made many dance animation myself. The quality of that animation became a hot topic in Japan, the idol master became the best selling Xbox 360 software in Japan. The Idol master is still the most profitable game in Namco Bandai. METAL GEAR RISING: REVENGEANCE 1:37-2:05 Software : Soft Image I was in charge of cutscene animation of the most moving scenes. Dynasty Warriors 8 2:05-2:52 Software : Soft Image I made all animation in this games opening movie except crowd. 2 of 3 The Wonderful 101 2:52-3:05 Software : Soft Image In this game, I was in charge of cutscene's animation. Before I was in charge of this game, others were in charge of this cutscene, but they could not make movies that could content our client's director. In the end, my acting idea and animation were adopted. METAL GEAR SOLID V: THE PHANTOM PAIN 3:05-3:19 Software : Soft Image I was good at Shorinji - Kempo that is Japanese kung fu-like martial arts, and had many experience of made in-game animation in action game. Because my main responsibility is made many action shots. 3 of 3.
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