Mix of 2d and 3d work in this one. I was initially apart of the early development stage. There was a lot of experimentation with pixel art and we originally were going with more of a Metal Slug type feel. After more story development, we went with a low-res fighting game.
Everything was modeled and animated in 3d, then processed through a custom low resolution pipeline. A lot of work upfront but it made the back and forth collaboration with the game designer much easier.
Megakrakolodus
I modeled, textured, rigged, and animated this monster. Definitely one of the more enjoyable characters I've worked on.
Megalodon
I modeled, textured, rigged, and animated this beast. Extra controls added to make the teeth/gums pop out more when he opens his mouth.
Intro sequence for Megalodon Quest mode. Hand animated the water around the van as it sinks. Also hand animated the splashing water when the truck pops up in the back.
One of the looping idle sequences. There was a lot of hand drawn cleanup done to make the shark fit with the water.
One of the attack animations. There were some different ideas for how the megalodon would would attack deadpool. This was the most obvious and straightforward.
Another meg attack. It started getting a little silly at this point. It was difficult to animate but I think it comes across as fun.
Another silly attack. Getting him to look like was splashing back into the water was challenging.
This was another obvious attack. Started to look like Jim Carrey in Ace Ventura.