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RICHARD GAGNON
Portefolio
3D ANIMATIONS
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01:26
2017 Mage of Mystralia
2014-17 Mage Of Mystralia - (III) Indie Production - Adventure/Puzzle/Action Game - Zelda Like - Magic Spelling and Crafting - Cartoonish Animation I established the foundations of the pipeline and workflows of the Animation department for Borealys Games which was in its early days. In addition, I was also in charge of animating more than 30 characters, creating the rigs and integrating everything into the game engine. We used Autodesk 3ds Max and Unity. All animations were keyframed.
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01:34
2017 Mage of Mystralia [Boss Fight]
Preview of one of Mage of Mystralia's boss fights. I rigged, animated and integrated this character. The challenge was the animation of the 9 root tentacles, making the character dynamic and responsive despite its size and the limited space it occupied.
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00:48
2008 Boogie Superstar
2007-2009 Boogie Superstar (AAA) Production - Cusual Dance Family videogame on Nintendo Wii. My second project as a 3D gameplay Animator at Electronic Arts Montreal. One of the first productions I worked on. Our challenge was to create stylized/cartoonish animations and synchronized them to a precise rhythm (120bpm). All animations were keyframed and animated with the biped of Character Studio on 3Ds Max. The new dance of that time was Technonik with the popular song of Yelle "À Cause Des Garçons" and most of our references came from shows like “So you think you can dance” :P
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2012 Assassin's Creed
2009-2012 Assassin's Creed Brotherhood, Relevelation, III -- (AAA) Productions - Action Adventure Historic/Fantansy Game - Fighting System, Motion capture editing and keyframing. I worked on the Assassin's Creed franchise for 5 years. I participated in 6 productions; Brotherhood, Revelation, ACIII, Black Flag, Unity and Syndicate. I was responsible for creating animation for combat systems. I was mainly an animator, but I was team leader for the fight team for a few months. We used mostly Motion Capture data that we tweaked by adjusting timing and accentuating poses to build our fighting animation system.
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2019 TimeMelters
2018-2019 Time Melters (III) Indie Production - Autoexec Games (Varenne, Qc, CAN ) - An action-strategy Videogame - Animation of creatures behavior and rigging For this project, I helped a team create their animations and rigs for their models. I used 3ds Max to create the rigs. Many use the Chraracter Studio biped, but for some more complex models I used CAT. I keyframed animations for around 20 different characters.
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2019 - Animation Contract
2019 - Fighting Animation made to complete an Unreal's "Fight Animation Pack" as freelancing contract. Quick animations that I made for a client who had specific needs to complete a Fighting animation package into Unreal. I created a character Rig that I can export my animation to Unreal using the Unreal skeleton and working in 3ds max. All animation are Keyframed and made in 3Ds Max.
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