Even if this wasn't my task, I felt the character needed to be able to have an impactfull performance, so I created this concept animations to sell the idea of different ways she could emote. Since she is dying, I also focused on how we could show breath.
During my years at Axis Studios Group I have worked on many Destiny 2 cinematics, for the main game and its DLCs.
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-Destiny 2: my first task ever at Axis Studios Group was to do the environment in which the final battle of the game occurs. I recieved in game environment proxies and I remodeled it carefuly replicating the texture work into real hard surface modeling. I did the same for the Cabal Ship and the Traveler Cage. Then the procedural material at Axis, done in Houdini by Sergio Caires, was used to texture the full environment.
-Destiny 2 Expansion- Curse of Osiris: In this cinematic I was responsible for upressing and texturing the Vex Minotaur, one of the enemies from the game.
-Destiny 2 Expansion- Forsaken: I briefly worked on this one shading the gun Vestian Dinasty.
-Destiny 2 Expansion- The Witch Queen: I was lucky enough to work on Savathun, one of the most important characters in Destiny 2 lore. I recieved the high polu of the ingame model and I had to tweak the design to show a stage when she still was not granted the light. I had to retopologize everything and add detail for a cinematic level.
As the sequence was about her performing a dramatic scene, where she begs and dies, I was worried that the design with a skull head would not be able to translate any of that suffering to the audience. I did some concepts and modified the design very slightly to be able to move around pieces in order to better express her suffering and better perform a dialog and a feeling of lipsync. I also wanted to show how the body shells moved as she breathed and coughed, so I also did some animation concept on that. It was a huge amount of work but I am very proud of what I achieved.