Daniel Lilleberg- Animation Sample
This is a sample of my animation and animation design for randomly interested parties. I normally like to put more into the presentation of work samples, but I currently only have the bandwidth for a shotgun sampling. Ohh, and I am very clearly not web designer. Music is from a Clutch song I hacked to pieces, used completely without permission for demonstrative purposes only, and as I have seen them more than any other band, I think they’ll forgive me.

The majority of the shots included, to be annotated below, are more cinematic than in-game. For a wider sampling of in-game work, check out Global Agenda- I was the Animation Lead and collaborated extensively with Tech Artist Mick Larkins on GA’s animation systems design and articulation. I also tasked all animation, and more frequently than not did the large body pass on animations to articulate the overall presentation and prove out the systems.

For full samples of some of the cinematics on this sample, you can go here:
http://www.globalagendagame.com/Media_Videos.html

I can provide further materials or information if needed.
I can be contacted at daniellilleberg@gmail.com

Shot Annotation:

Shot 1:
-Segment of Intro Cinematic for Global Agenda Gameplay Preview. I conceived the shot, created animatics, directed and acted mo-cap session, did all scene large body animation and staging. Recon character I completed, while Rusty Hughes did the completion of the Robotics character, adding nice personality touches, and Justin Knapich did finishing on Medic character. I also set up the Unreal side Matinee sequence.

Shot 2:
-Segment of Global Agenda’s Opening in-game cinematic Inception. Scene started with base storyline needs created by Designer Nathan Knack- I needed to get the player out of the tube in a breakout attempt that also leaves only the protagonist alive, and I needed a certain number of rescuers from the different GA classes. I then created animatics, directed and acted in the motion capture, with Michal Adam doing the female acting, did all the large body animations and scene, save the robots. Finishing animation was pretty well distributed throughout the team, myself included.

Shot 3:
-Segment of End Cinematic for GA Release Trailer. Meat of video was created by film maker David Bruckner consisting of motion graphics and in-game footage. Near the end of the project, we deemed it needed deliberate bookends to build the message. Bruckner and I worked through the options, and I created the bookends. I created did all the animation, except for the Mech Walker, for which I just leveraged in-game animations created by Rusty Hughes.

Shot 4:
-Segment of “No Elves” video. Initial concept was conceived by Todd Harris, and then he and I developed the story. I then created animatics and we did writing and timing for the piece. From there, I acted the motion capture and created the animations, primary in most cases, with some secondary and cleaning passes distributed to the team. I additionally set-up the Unreal Matinee scene and edited the video. I also creative directed the Elf model creation (by Ben Knaap) and the effects (by Scott Warren).  Environment was created by Eric Hartz and Scott Warren.

Shot 5:
-Segment of animated log-in screen for GA’s Sandstorm log-in screen. I did primary animation on Saman Tahmasebi’s Warlord character, with Rusty Hughes doing secondary and polish pass. Additionally, the Warlord uses the randomized idling system I developed with Mick Larkins, which proved to be very efficient and was used in a lot of situations in GA.

Shot 6:
-Segment of Training Mission in-game cinematic. Written by Scott Zier, I fit words to flow, and did the motion capture. I did all primary animation and most finishing animation.

Shot 7:
-Intro cinematic for Release trailer referenced in Shot 3. I did primary animation, Unreal Matinee creation, and facial animation, with Rusty Hughes doing polish passes and Robotic arm animation.

Shot 8:
-Another randomized idle variant for context referenced in Shot 5. I did primary animation with Rusty Hughes doing the polish pass.

Shot 9:
-Segment of “No Elves 2” video. A sequel to “No Elves”, Todd Harris developed basic concept and I wrote the script and flow. I then did animatics and directed and acted the motion capture with Michal Adam acting the female part. We also did temporary voice work to establish timing and flow, which allowed me to creative direct the VO session with a working animatic with basic speech presentation, which greatly optimized the session results. I again creative directed Ben Knaap on the model creation for the Elf and the Toad. I did all primary animation, but did give out larger sections of work to Rusty Hughes than I did in the first No Elves, especially around some of the Toad scenes (not any of the included shots) and the end GA player fly-in. I also created the Unreal Matinee scene and edited the piece.

Shot 10:
-Segment from a very old personal project Fey. Being a personal project, I created everything...you can see my lighting skills. I can provide the entire piece if necessary, but it is rather dated, but I did want to include some non-Global Agenda work.

Shot 11:
-Segment of End Cinematic for GA Developer’s Preview. I directed the motion capture, using Ben Knaap (actually doing the cool Recon flip) Rusty Hughes, and Michal Adam. I did all primary animation and scene set-up, but with heavy clean-ups on some of the characters by Rusty Hughes and Justin Knapich.

Shot 12:
- In-game animation from GA. I created all base movements and collaborated with Mick Larkins on in-game animation systems design.

Shot 13:
- In-game animation from GA. I created all base movements and collaborated with Mick Larkins on in-game animation systems design.

Shot 14:
- In-game animation from GA. I created all base movements and collaborated with Mick Larkins on in-game animation systems design.

Shot 15:

- In-game animation from GA. I created all base movements and collaborated with Mick Larkins on in-game animation systems design. Switchblade robot in the center of the scene is one of the few robots in the scene I animated beyond block-outs- I usually passed the primary brunt of robotic animation out to the team.


Shot 16:
-Segment of Training mission in-game GA cinematics. I wrote the dialogue and scene flow, set-up scene, did motion capture and all animation, including facial animation on in-game rig (well, partial facial anyway as he is missing half his face).

Shot 17:
-Segment of Training mission in-game GA cinematics. Working with basic story progression, I designed the scene flow, did the motion capture, did most primary animation, and set-up the Unreal Matinee scene. Rusty Hughes contributed with polish and all Android animations.

Shot 18:
-Another segment of “No Elves 2” as annotated in Shot 9

Shot 19:
-Another segment of Training mission in-game GA cinematic as referenced in Shot 17

Shot 20:
-Continuation segment of Training mission in-game GA cinematic referenced in Shot 6.

Shot 21:
-Segment of first GA preview video. I did motion capture and all animation, Unreal Matinee set-up.

Shot 22:
-Another segment of GA training mission in-game cinematic. Again written by Scott Zier, while I did motion capture and primary animation.

Shot 23:
-External segment of GA training mission in-game cinematic.

Shot 24:
-Segment of GA Class select scene. I set up scene functionality and flow and created a couple of the reaction animations, but Rusty Hughes did most posing and reactions.

Shot 25:
-Another in-game GA animation.

Shot 26:
-Shot from a commercial I created for Joyrides Studio’s video game action figure line. I wrote and created the entire video, save farming out the environmental work and some models clean up, and Eddie from SSX Tricky model was provided. I also did voice casting and direction. I can provide full video if necessary.

Shot 27:
-Another segment from “No Elves”

Shot 28:
-Another segment from “No Elves 2”

Shot 29:
-Another segment from GA in-game Training mission cinematic. All animation and scene creation.

Shot 30:
-GA in-game animation.

Shot 31:

-Another segment from GA in-game Training mission cinematic. All animation and scene creation.


Shot 32:
-Another segment of “No Elves”

Shot 33:
-Another segment of Fey video referenced in Shot 10

Shot 34:
-More GA in-game animation.

Shot 35:

-Another segment from Inception in-game cinematic referenced in Shot 2.

Shot 36:
-End segment of “No Elves 2” Responsible for all Toad animation, and primary on Elf.

Shot 37:
-End segment of “No Elves” Responsible for all primary animation.














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