Deep Time: Progress Video

I produced a short video showcasing notable examples of the work that has gone into the Deep Time project so far for an event hosted by the University.

This includes:

  • progress shots of the Malverns Complex scene we created in Unity to highlight the use of in-engine particle effects
  • clay and textured renders of two animations for the orthocone
  • example of ocean flora swaying animation working on custom rig and then skinned mesh
  • a prehistoric creature and joint constrains created by fellow game research student Connor Smith
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