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.
- 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