Founded in 2014 by industry veteran Antony Ward, author of Game Character Development in Maya (2004), Game Character Development (2008) and 3D Modeling in Silo (2010). antCGi boasts almost three decades of experience in digital media, as well as a vast suite of courses available through Digital Tutors, 3DWorld and CGTuts+.
It’s with this backbone of knowledge and expertise that I supply quality digital art, game art, rigging, animation and illustration services to a wide range of clients, including Ragdoll Productions, Sumo Digital, Mackinnon and Saunders and Jellyfish Productions to name but a few.
Recent Contracts Include -
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While at King I worked closely with the animation team to help define a new rig which would meet both their animation and technical needs. As they were using their own engine too, the skeleton and rig had to be configured so it could be exported and then brought into the engine seamlessly.
Once the main rig was defined, I then created a rigging tool to help them to rig similar characters quickly and easily.
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I decided to take a break from rigging and tool creation and go back to my animation roots, so I was excited when the opportunity arose to join Star Stable and help them to update their wealth of player animations.
They had recently updated their character rigs and unfortunately this resulted in most of the in-game animations being broken in some way. My role was to recreate the animations and add facial animation too, to make use of the new facial controls now available to the animators.
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I was brought on to help with numerous projects at XR Games. My main role initially was to build new rigs and update existing ones, but soon grew to also generate both humanoid and creature rigs. I then helped by developing a suite of animation tools for the animators, plus a modular rigging toolkit capable of generating a rig of any configuration for the characters they needed on current and future projects.
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My role at Firesprite saw me not only develop a flexible rig to be used in Unreal engine, but also a whole suite of tools to help the animation pipeline. These included a full toolbox allowing them to quickly select and manipulate controls, IK/FK matching tools, animation mirroring and flipping and the ability to easily export and import data.
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My role was to help rig and then animate the main characters in each shot, which was to be a recreation of the main introduction. I also ended up rendering each scene too using Arnold.
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My role was to create key playable characters. I was asked not only to build each character but to also rig them too with full facial animation capabilities.
Services I Offer -
Hard Surface & Organic Modeling
UV Mapping & Texturing (Substance Painter)
Rigging (Autodesk Maya)
Tool Creation (Python, Pyside, Autodesk Maya)
Animation (Autodesk Maya, Cinema4D)