![]() ![]() Other ways of solving puzzles certainly exist, including some very cool "ninja" solutions, but they will not be documented here. Instead, in this guide, a solution to a puzzle will be presented because it is the easiest, most straightforward, or "intended" way to solve it. While this guide is comprehensive in terms of the content of the game, attempting to document all possible solutions to the in-game puzzles would be impractical, not to mention boring. So I decided to clean it up and put it out on Steam. So I was recently going through some old computer files and ran across a complete guide to Portal 2 that I wrote a long time ago and never published. Game for PC, XBox 360 and Steam online game service (Valve 2008, ongoing updates)Īnimated a few shots on the opening video depicting human survivors in a zombie apocalypse.THIS GUIDE (INCLUDING THE TABLE OF CONTENTS) CONTAINS SPOILERS! Performed months of game quality playtesting Some in-game animations and motion capture clean-up for a whole new set of survivors and zombies. Game for PC, XBox 360 and Steam online game service (Valve 2009, ongoing updates) Worked with animation veteran and mentor Keith Lango. Wheatley’s VGA acceptance speech was animated by Matthew Russell.ĭownloadable Portal 2 content for PC, Mac, XBox 360, PS3 and Steam online (Valve 2011)Īnimated many shots in the closing video where co-op bots Atlas, P-Body and GLaDOS confront the mysterious nemesis that has caused GLaDOS’ newly created test chambers to malfunction. WHEATLEY’S NOMINATION SPEECH FOR SPIKE TV VGA AWARDS 2011Īnimation clip for Spike Television video game awards show (Valve 2011)Ĭustom keyframe animated Wheatley responding to his video game “Character of the Year” nomination from the location where he was stranded at the end of Portal 2. Rigged the Balloonicorn designed and modelled by Laura Dubuk and also animated the shots with the Balloonicorn and cherub versions of the Team Fortress 2 characters. Involved in early development and a few shots of final animation. Team Fortress 2 computer game short film (Valve 2012) Game update for PC, Mac and Steam online game service (Valve 2012, ongoing updates)Ĭreated some new in-game animations for robot Sniper and other robots for a new Team Fortress co-op mode where human players battle computer-controlled enemy robots. After the game shipped, I contributed to designs for Portal 2 apparel and toy merchandising. I also assisted the localizers who contributed to the translation of the game into over a dozen languages. Once game animation was locked, I spent about 6 months doing very detailed playtesting and bug reporting of the entire Portal 2 game and assisting other playtesters. Wheatley’s acting, movements and timing were heavily influenced by the stylized acting I employed while performing hand puppets. Wheatley’s animation process involved creating an extensive and intricately planned library of reusable movement and acting components that could be rapidly composited together to create unique actions for each of his hundreds of lines of dialogue. Wheatley was designed, modelled and rigged by Richard Lord before I tackled his acting. Also created some animation for rogue computer GLaDOS and for humorous robot players Atlas and P-Body for co-op mode. Game for Mac, PC, PS3, XBox 360 and Steam online game service (Valve, Seattle 2011)Ĭreated all of the computer animation for personality sphere Wheatley for the first half of this popular sequel to the highly successful and humorously twisted puzzle game Portal, where the player uses a Portal device to solve multi-dimensional challenges in the mysterious Aperture Science facility. ![]()
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