Projects


Gätjens großes KINO
ZDF

Project: Facial and body mocap of Steven Gätjen for his TV show "Gätjens großes KINO" on ZDF (18.06.2017). Explaining and recreating the process of transforming an actor in a monkey, like Weta Digital did on "War for the Planet of the Apes"
Role: Mocap director / 3D animator (clean-up, retargeting)
Software: OptiTrack Motive, Maya, Motionbuilder







Rising, by Marina Abramovic
MytherapyAcute Art

Project: Underwater facial and body mocap session of Marina Abramovic, 3D scanning, virtual-reality experience for the Acute Art VR arts platform
Location: Ney York City, 3 days of shooting in a diving pool
Role: Mocap director / 3D animator (clean-up, retargeting)
Software: OptiTrack Motive, Maya, Motionbuilder, Unity


Phryne, by Jeff Koons
MytherapyAcute Art

Project: Cleaning the mocap animations and creating a virtual-reality experience for the Acute Art VR arts platform
Role: 3D animator (clean-up, retargeting)
Software: Maya, Motionbuilder, Unity







WWF / Lichtblick Teaser
WWF DeutschlandLichtblickV8

Project: Body mocap of 4 actors/dancers, as a teaser for a German energy provider
Role: Mocap director / 3D animator (clean-up, retargeting)
Software: OptiTrack Motive, Maya, Motionbuilder










Twenty Fates
Mental Reign

Project: Body mocap of various actions and fighting moves for a AAA game
Role: Mocap director / 3D animator (clean-up, retargeting)
Software: OptiTrack Motive, Maya, Motionbuilder








Sophia
Hanson Robotics

Project: Facial mocap of a robot to improve how her emotions are displayed and make her more human
Role: Mocap director / 3D animator
Software: Maya








Staramba VR
Staramba

Project: Body mocap of actors impersonating celebrities for a VR experience (Ezekiel Elliott, Randy Orton, Till Lindemann, Elvis Presley)
Role: Mocap director / 3D animator (clean-up, retargeting)
Software: OptiTrack Motive, Maya, Motionbuilder






Hit Parade
Mac Guff

Project: Facial and body mocap of dancers for a French hologram show
Location: Paris, 4 weeks of shooting
Role: Mocap director / 3D animator (clean-up, retargeting)
Software: Captury Studio, Faceware, Maya, PFTrack







CokeTV Youtube
Coca-ColaCokeTV Deutschland

Project: Body mocap and making-of a short movie for a Youtube channel
Role: Mocap director / 3D animator (clean-up, retargeting)
Software: OptiTrack Motive, Maya, Motionbuilder







Nike Football Strike Series
NikeOnformative

Project: Body mocap of football moves and training exercices
Role: Mocap director / 3D animator (clean-up, retargeting)
Software: OptiTrack Motive, Maya, Motionbuilder











Captain America: Civil War
RISE BerlinIMDb page

Project: Body mocap of various animations for crowd simulations
Role: Mocap director / 3D animator (clean-up, retargeting)
Software: OptiTrack Motive, Maya, Motionbuilder




RTL Kampf Der Giganten

Tyson Fury
RTL Germany

Project: Body mocap the boxing champion Tyson Fury for sports analysis before his fight against Wladimir Klitschko (28.11.2015)
Location: Manchester, 2 days of shooting
Role: Mocap director / 3D animator (clean-up, retargeting)
Software: OptiTrack Motive, Maya, Motionbuilder, Unity







The Metalian Stallion
PolynoidWoodblock

Project: Body mocap of robot moves for the commercial "The Metalian Stallion"
Role: Mocap director
Software: OptiTrack Motive, Motionbuilder









ReDesk
SportsVFPlazamedia

Status: On-hold project
Project: Sports reconstruction and analysis software / Augmented-reality table
Role: Lead 3D animator and motion-capture director
Software: OptiTrack Motive, Maya, MotionBuilder, Morpheme, Unity


Click on the pictures to display examples of my work


I did
  • Direct and integrate more than 500 sports actions with our own mo-cap system
  • Design of animation networks using real-time engines like Morpheme or Unity
  • Bipeds and quadrupeds rigging, keyframe animation, promotional videos editing
  • Outsource mo-cap projects for external companies (games, ads, television, education)

I learned
  • To organize a mo-cap session, install/calibrate our optical system, lead actors and crew
  • To create complex animation networks to automatize advanced character behaviours
  • To supervise a team of animators and complete heavy tasks under tight deadlines




Raketenflieger Timmi © rbb/MDR/MotionWorks GmbH
Click on the picture for more infos


Raketenflieger Timmi
Unser Sandmännchen (rbb/MDR)MotionWorks

Status: Completed, aired 2014/15
Project: 3D cartoon (4-7 y.o.) for the TV program "Unser Sandmännchen"
Role: 3D Animator Freelance (4 episodes)
Software: 3ds Max

Tim dreams of flying to the stars. So he made a space rocket and along with it a tiny cardboard figure named Timmi. Because Timmi shouldn’t be alone he has Teddynaut with him who is a cardboard figure himself. Now all the important ingredients for a flight into space are ready.




I did
  • Keyframe animation of all characters
  • 4 Episodes: 'Autoplanet', 'Urzeitplanet', 'Riesenplanet' and 'Geheimplanet'

I learned
  • To create funny and appealing animations for children
  • To follow strict storyboards and complete episodes under tight deadlines




The Raven © KING Art Games - Click on the picture to watch the trailer


The Raven
King ArtNordic Games

Status: Released Summer 2013
Type: Adventure Point&Click | PC, Mac, PS3, XB-360
Role: 3D Animator Freelance (3 months)
Software: 3ds Max
Game Website

'The Raven - Legacy of a Master Thief' is a thrilling crime adventure in three chapters from the creators of 'The Book of Unwritten Tales'. Full of twists and turns, it immerses you in both sides of the story, combining thrill-of-the-chase whodunit with the risk and reward of a heist story.


Click on the pictures to display examples of my work


I did
  • Keyframe animation of the main characters through various in-game sequences
  • Conception and blocking of cut-scenes, camera animation

I learned
  • To create realistic animations for a next-gen point-and-click
  • To work with CAT rigs and use the many advantages of this tool
  • To animate cameras and create interesting cut-scenes shots





Meteor Mess 3D
Vampire Games

Status: On-going project
Project: Adventure Point&Click | PC
Role: Lead 3D animator and rigger
Software: Maya 2012, Gamestudio A8
Game WebsiteFacebook Page

Meteor Mess 3D is a remake of the mother of all point and click adventures: Maniac Mansion (Lucasarts, 1987). The project is a fan project ... it's from fans for fans and will be available for free download once released.


Click on the pictures to display examples of my work


I did
  • Rigging and Skinning of the game characters
  • A complete set of cycles and animations for each (Iddle, walk, pick-up, talk, etc.)
  • Configure and export the models for the game engine

I learned
  • How to rig and skin a 3D Character quickly in Maya 2012
  • How to create complete sets using keyframe and non-linear animation (Trax Editor)
  • How to set up a model for Gamestudio A8 through its character editor




QBI © Agopia - Click on the picture to watch the trailer

Q.B.I.
Agopia

Status: Released in summer 2011
Project: Social game | Internet, Facebook
Role: 3D Animator
Software: 3ds Max, Photoshop, Shiva 3D Game Engine

Become an investigator, manage your team during criminal cases, share evidence and help your friends during their investigations! Build your office of investigation. We need you at www.qbi.net !


Click on the pictures to display examples of my work


I did
  • Rigging and Skinning of the avatars, archetypes and champions
  • Create more than 60 move cycles and interactions with objects
  • Integrate assets and animations in the game engine

I learned
  • How to skin a biped character and add controls in 3ds Max
  • To grant characters with a wide range of cartoon animations, following strict specifications
  • The integration of grafic assets into Unity and Shiva 3D Game engines




Two Worlds II © TopWare Interactive - Click on the picture to watch the trailer


Two Worlds II
Reality PumpTopWare Interactive

Status: Released October 2010
Project: RPG AAA | PC, Mac, PS3, XB-360
Role: 3D Artist Generalist
Software: Maya, ZBrush, Photoshop, In-house engine
Game Website

Return to the vast world of Antaloor in Two Worlds II. Building upon the original game, Two Worlds II offers the willing adventurer a unique and thrilling RPG experience unrivalled in current RPG landscape - Gamestop


Click on the pictures to display examples of my work


I did
  • 3D Modeling, skinning of characters (NPC) or animals to diversify the cities in the game
  • Design of environmental elements
  • Box and book layout, localization, game testing

I learned
  • The process of creating and publishing a AAA game
  • The artistic constraints to respect in a next-gen game
  • Powerful techniques to create characters with Maya and ZBrush
  • How to create and clean-up motion-captured animations while visiting the development team studio in Krakow




Xbox LIVE®, and all accounts, avatars and, without limitation, all other copyrighted content
related to Xbox LIVE®, is the property of Microsoft®, Inc. All rights reserved


Xbox Live Avatars
Microsoft

Status: On-hold
Project: Microsoft Avatars for the Xbox LIVE Marketplace
Role: 3D Artist Generalist
Software: Maya, Photoshop

On Xbox LIVE your avatar is you, so we’ve made sure you can customize it exactly how you want it. Sonar goggles? We’ve got them. Adidas shoes? Yep. Bunny outfit? Why not? You can even place your avatar into a real game as a playable character


Click on the picture to display examples of my work


I did
  • 3D Modeling, texturing and skinning of our game characters for the Xbox LIVE Marketplace
  • Animation of avatars and props

I learned
  • How a character editor work
  • The creation of low-poly avatars following strict specifications
  • The simplification of existing models and textures




"X-Blades" concept, images and content are © TopWare Interactive
Click on the picture to watch the trailer


X-Blades
Gaijin EntertainmentTopWare Interactive

Status: Released February 2010
Project: Beat'em up AAA | PC, PS3, XB-360
Role: 3D Artist Generalist
Software: Maya, Photoshop, After Effects
Game Website

X-Blades offer action-packed enjoyment in fantastic Hack-and-Slash style. Using various weapons, spells and tactics, you must fight your way through many indoor and outdoor levels, killing hordes of monsters on the way.


Click on the pictures to display examples of my work


I did
  • Rigging and skinning of the main characters
  • Creation of poses and animations for the promotion of the game (web contents, figurines, wallpapers and so on)
  • Concept design for a posible sequel of the game
  • Box and book layout, localization, game testing

I learned
  • The process of creating and publishing a AAA game
  • How to skin and rig a human character in Maya
  • Facial animation with bones or blend shapes
  • How to create cycles (walk,run and iddle), as well as various animations





Phil
Personal project

Status: Completed in 2 weeks
Project: Create an old radio model, based on Pixar's famous Luxo Jr. introduction
Software: Maya, Photoshop, After Effects

Phil is a 1931 Philco 90 cathedral style radio. Trapped in an old and dusty museum, he decided one day to escape and discover the world. He's very curious and always has to feel/touch/open/jump on and alas break everything!


Click on the picture to display examples of my work



And here's the final animation, in case you haven't seen it yet !



I did
  • Model and texture Phil, following old radio charts and photos
  • Add blend shapes and some controls to animate Phil easily
  • Create a little animation based on Pixar's Luxo Jr.

I learned
  • Creation of an high-poly object
  • Animation using blend shapes and clusters in Maya
  • Working with a reference animation and personalizing it





Couette
Internship project

Status: Completed in 3 months (on my spare time)
Subject: Imagine and create a complete 3D game-oriented character, from the first sketches to the final animations
Software: Maya, Photoshop, ZBrush, After Effects

Couette's a little girl from the present time, but a mysterious locket she received as a gift binds her to a brutal barbarian who lived thousands years ago and was wearing a similar medallion. Let's just say the barbarian doesn't appreciate trading now and then his huge axe for Couette's skipping rope !

I wrote the first chapters of Couette's story. You can find them here.


Click on the picture to display examples of my work



And here's Couette's making-of video I created for my end-studies presentation.




I did
  • Imagine an interesting game character and its story
  • Design the model, textures and rig
  • Create some basic cycles and animations
  • Make an in-deep making-of video from the whole job

I learned
  • The many steps of creating a game character completly from scratch in Maya
  • The way of texturing using Photoshop and ZBrush for normal maps
  • Rig a game character and create in-game animations for its basic moves