Human Character Previz

These are examples of character assets and animated test spots made for commercial previsualization. I was brought on by a few companies as a character technical director to lead the creation of their human character pipelines for churning out many unique characters on extremely tight deadlines. The result was a pipeline and low-polygon character assembly line similar to video game production. From a small number of "base characters" many unique characters of any age, body type, and skin texture could be created with the animation/mocap capabilities of the base characters remaining intact.