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Sterling Reames's Blog

 

Hello, I'm Sterling, the Sr. Animator at Proletariat Inc. I've been making characters come alive in the game industry since 2008. Currently in charge of all Proletariat's rigging and animation needs. We're hard at work on World Zombination, and hope to share more on the project in the coming months!
 

To see my animation work on vimeo please visit sterlinganimation.com or https://vimeo.com/sterlinganimation

Stay tuned. Thanks!

 

 

Member Blogs

Proletariat Inc.'s World Zombination rig download, and a look inside of the how it was made!


Posted by Sterling Reames on Mon, 07 Oct 2013 11:16:00 EDT in Design, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
In most professions, a resume is the most important piece for displaying how much we know to complete strangers. For artists, our demo reels are what set us apart from one another. Just like a resume, how we choose to display our skills matters a lot...



Sterling Reames's Comments

Comment In: [News - 05/21/2014 - 10:19]

Yes Animation is only half ...

Yes Animation is only half the battle. I do believe design and AI is really what ties it all together. An animator 's job shouldn 't end at creating an asset and throwing it into the ether to be implemented which is sadly what happens very often. r n r ...

Comment In: [Blog - 05/10/2014 - 05:20]

Yeah, puppet animations require each ...

Yeah, puppet animations require each character to have nearly exact proportions for animation sharing and part swapping, but that 's why you make like 3 or so distinct rigs for small, medium, and large characters or whatever the case may be . That 's actually why we shied away from ...

Comment In: [News - 05/12/2014 - 05:53]

It almost feels like EA ...

It almost feels like EA was looking for a reason to stop supporting old games. You think they would have just ponied up money to keep Gamespy afloat if it really mattered to them. Either way, business is business, and it probably wasn 't sustainable to keep all those games ...

Comment In: [Blog - 04/03/2014 - 01:52]

14 months of crunch Is ...

14 months of crunch Is he looking for another job This sounds like plain terrible mismanagement. I think the most crunch I 've been through is six weeks, and even then I felt like I had to work a day and a half just to get one day 's worth ...

Comment In: [Feature - 03/07/2014 - 02:00]

I do agree, I am ...

I do agree, I am a huge champion of someone knowing exactly what they want. No one wants to see a jack of all trades that doesn 't quite excel or show passion for any particular field. The real problem is that most students barely receive enough time to make ...

Comment In: [Blog - 02/03/2014 - 11:28]

Thanks Ryan It 's funny ...

Thanks Ryan It 's funny you mention Unity, because we originally built the rig to work with mecanim, but after many failed attempts of getting non-uniform bone scaling to work we ended up with a pre-rendered approach. r n r nOur art director, Damon Iannuzzelli, deserves most of the props ...