Diablo Immortal

I had the opportunity to work with the talented folks over at Impossible Objects on the Diablo Immortal x Google Play Battle at Home Screen project. The project was a CG / Live Action hybrid where a player watches a magical battlefield emerge from their Google Pixel phone in their living room. I was the character TD for this project and helped oversee and onboard the animation team well as supporting the team with any technical issues along the way.
Project
Roles
Tools
Diablo Immortal
Impossible Objects, Google Play
2021
Character TD
UE4 Groom Integration
Shader Integration
Characters, Rigs, and Animations Integration
Maya
Perforce
Photoshop
SyncSketch
Unreal Engine 4

Process

Previs

Due to the fact that the project was assembled in Unreal the Impossible Objects team was able to quickly iterate through multiple stages of the virtual production pipeline. The Cinematographers were able to setup shots, lighting, and preliminary characters through sequencer while the characters and animations were being polished, This allowed them to have a more accurate and realistic representation of the final product as the updates were pushed. In a way Sequencer acted as a dynamic storyboard.

Animation

Part of my role here was to help onboard some of the animators and integrate their work into the engine, along with this came the integration and setup of the hair/groom physics as well as cloth physics.

Adapting to Changes

Sometimes it just happens, you're in a couple of weeks into production and there are some updates to the characters look / armor. Due to these changes I setup the two main characters to have visibility toggles as well as configurable fabric settings such as color and texture in order to provide the team with the ability to modify as needed.