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(2025) Fall of Reach

Halo + Fall of Reach + True First Person = Amazing!
~ I've been doing a ton of deep-dives into various Character Animation workflows, pipelines, solutions and procedures.

MIRAGE
One thing that's been helpful is sometimes dressing research deep dives up in a fun universe for both myself and fans of those games. For me this is often Halo or Star Wars and it lets you stay engaged while resolving what is otherwise quite complicated situations and information.

SANDBOX
Most people are probably familiar with "Asset Gyms" where you test things like scale, collision, lighting and lookdev. I like to create an "Animation Sandbox" where I arrange a bunch of complicated situations to prove out technical solutions that can be used in any potentially complicated scenario.

RESEARCH
For this piece in particular that included a wide variety of situations:
• FPS Combat + Movement + Parkour
• FPS Melee Combat + Fatalities + Executions
• Throwable Items (Left Hand)
• Cinematic-to-Gameplay Transitions
• Modular Animation Layer Blending
• Vehicle Interactions+Driving
+ more!

DEVELOPMENT
This serves as both a discussion point + technical reference. This in-engine tech demonstration often assists Programmers and Game Designers with known solutions to specific scenarios that the game will utilize, often including:
• Field of Views / Camera limitations
• Animation Pacing / Warping needs
• Character Bone & Muscle needs
• Distance + Time considerations
• Content requirements/constraints
• IK usage (where/when)
• Transitional solutions
• Custom or specific needs for any content, override or additive elements
+ more!

REAL-TIME
These are in-engine and the actual project assets are all fine-tuned (particles, 3d, textures, materials, shaders, lighting); built towards the camera which benefits the team at large.

UTILIZATION
Utilizing Unity 1st Party Solutions including both Cinemachine + Animation & Rigging. Also utilizing some 3rd Party + Custom Solutions where desired or required.

THE INSPIRATION
This is paying homage to Halo & The Fall of Reach. Dressed up in a very tactical, lethal and mature version during the point of invasion. Some inspirations here include Crysis 1 + Far Cry 2 with a sprinkle of Doom 2016 + Gears of War.

KNOWN CONSTRAINTS + COMPROMISE = CONFIDENCE
At the end of the day, this is one of many tools that are part of a process about discovering constraints. You shouldn't whittle away at perfection; you need to determine limits as this allows for compromise across discipline and departments.

Whether it's Give/Take on content, technology, systems, design; the more ways you have to reduce complexity and drive towards a clear vision simply saves time, money and allows you to build with a sincere amount of confidence and momentum.

Feel free to reach out for anything, now and always!

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CREDITS (INTERNAL)
I am responsible for:
• Creative
• Design
• Tech + Lighting
• Surfacing + LookDev
• Sequencing
+ some VFX + more.

CREDITS (EXTERNAL)
• Master Chief (Halo 3) by HarrisonHag1
• Magnum by Noe.Vah
• Shotgun by Glitch5970
• AR by Glitch5970
• Battle Rifle by Glitch5970
• Warthog by McCarthy3D
• Forerunner Structures by Glitch5970 + ThrillDaWill
• Halo Ring by Canary Studios
• Elite by jameslucino117
• UNSC Marine1 by Bylan
• UNSC Marine2 by TAC3D
• UNSC ODST by Abel
• Warthog by pinto36
• Steering Wheel by Cakeservant
• Energy Sword by Sigil0fSaturn
• Magnum by PrezyDante
• Spirit Dropship by Shadow_hawk
• Brute by jameslucino117
• Banshee by jameslucino117
• Plasma Pistol by 3DRaven
• Plasma Rifle by 3DRaven
• Pulse Carbine by Glitch5970
• Jackal by jameslucino117
• Jackal Shield by Bylan
• Grunt by TaurWing
• Needler by Denis Moeller
• UNSC VTOL by jameslucino117

"The Fall of Reach"
(True First Person Methodology)
>> Covenant Invasion

"The Fall of Reach"
(True First Person Methodology)
>> Covenant Invasion

"The Fall of Reach"
(True First Person Methodology)
>> Combat Evolved

"The Fall of Reach"
(True First Person Methodology)
>> Combat Evolved

"The Fall of Reach"
(True First Person Methodology)
>> Spartan Sprint

"The Fall of Reach"
(True First Person Methodology)
>> Spartan Sprint

"The Fall of Reach"
(True First Person Methodology)
>> Sword Duel

"The Fall of Reach"
(True First Person Methodology)
>> Sword Duel

"The Fall of Reach"
(True First Person Methodology)
>> Elite Fatality

"The Fall of Reach"
(True First Person Methodology)
>> Elite Fatality

"The Fall of Reach"
(True First Person Methodology)
>> Visual Effects

"The Fall of Reach"
(True First Person Methodology)
>> Visual Effects

"The Fall of Reach"
(True First Person Methodology)
>> Warthog Escape

"The Fall of Reach"
(True First Person Methodology)
>> Warthog Escape