Here are a few sample promo videos from games I had worked on while at MahiGaming. They are in order from latest to earliest. These games had relatively tight deadlines, specifically anywhere from 8 - 10 weeks total from game conception and pre-production to be ready for release and externally tested. Generally speaking, games were required to be no more than 2.5Mb in total and should load within 1 - 2 seconds provided back-end financials had loaded.
The animations were typically done in After Effects, Spine, and from time to time, Maya. Depending on the project I was tasked with creating characters, environments or backgrounds, symbols, various effects or character animations, promotional videos, and localized text. I, generally, would use Photoshop, Illustrator, Maya and ZBrush (when necessary) to create painted assets or 3D models. One of my main responsibilities other than this, was to add assets (game objects, components, prefabs, instances, etc.) to the custom game engine, configure them to load and work properly (adding triggers and events as needed), and debug any and all bugs when there were any issues with assets not loading, not animating, triggered incorrectly, or not triggered at all. I would, also, add any and all HTML5, CSS3, or JSON data needed display loading/splash/feature/help screens.
On occasions I would create new tools to assist in productivity and automation. This was generally done in Python, Mel, or Javascript. Finally, as a Lead (Technical) Artist, besides mentoring Junior Artists, I was to ensure and sign off that all graphics created were optimized for a given game engine and/or version.
Note: I created the intro animation for Neon Valley (shown on multiple videos below). I didn't feel the need to indicate it on each caption however.
The animations were typically done in After Effects, Spine, and from time to time, Maya. Depending on the project I was tasked with creating characters, environments or backgrounds, symbols, various effects or character animations, promotional videos, and localized text. I, generally, would use Photoshop, Illustrator, Maya and ZBrush (when necessary) to create painted assets or 3D models. One of my main responsibilities other than this, was to add assets (game objects, components, prefabs, instances, etc.) to the custom game engine, configure them to load and work properly (adding triggers and events as needed), and debug any and all bugs when there were any issues with assets not loading, not animating, triggered incorrectly, or not triggered at all. I would, also, add any and all HTML5, CSS3, or JSON data needed display loading/splash/feature/help screens.
On occasions I would create new tools to assist in productivity and automation. This was generally done in Python, Mel, or Javascript. Finally, as a Lead (Technical) Artist, besides mentoring Junior Artists, I was to ensure and sign off that all graphics created were optimized for a given game engine and/or version.
Note: I created the intro animation for Neon Valley (shown on multiple videos below). I didn't feel the need to indicate it on each caption however.
Arctic Enchantress: Link & Win
Amber Sterling's Mystic Shrine:
Noble Sky:
Age of Conquest:
Atlantean Treasures: Mega Moolah:
Aurora Wilds:
Lara Croft: Temples and Tombs:
Zeus: Ancient Fortunes:
Book of Oz:
Action Ops: Snow & Sable: