Glint – Third Person Game

In Glint you travel the dark caverns of your homeland as a fearless Tinkerer. He hasn’t let the injuries of his past stop him to find out what drove his people to leave this dark descent. With his trusty crystal gun, adventure awaits!

The motion capture gang at Sharkmob here in Malmö

My contribution to this project has been of a deeper meaning than previous ones. I offered my whole body for the Motion Capture of the main character. After recording the needed animations I have cleaned up the animations together with my team of animators.

On this page you can see some of my cleaned mo-cap data together with the raw data and some of the key framed Golem animations as well.

The main focus has laid on making the motion captured cutscenes for the game but some enemy animations and as previously mentioned cleaning up the motion capture for the gameplay has also been tasks that I have been busy with.

Raw vs cleaned death animation in Mocap

The Golem rig that is shown on this page has been one of the most fun rigs to animate due to its loose hierarchy and detachable parts. Through it, the animation came to live quite easy and its nice to not follow all the conventional rules that you have to do with a standard biped character. We made the rules on how it should act ourselves.

Cutscenes

For this project our team used me as a mo-cap actor. It fit the body type we wanted and I was happy to do it. It gave me some valuable experience when planning for the material we needed. After the studio we recorded them in sent us the files we used Motion Builder to clean them up and Maya to make the final touches. These cutscenes were entirely made by me.

The intro cutscene for the game Glint
A mid-game cutscene from Glint

Credits

Golem rig by Jonas Gustafsson
Glint rig by Emil André
Models by Nelly Lindbom