Jesse Davis 2016 Overwatch Animation Reel
Events
Subscribe:  iCal  |  Google Calendar
7, Mar — 12, Jun
San Francisco US   19, May — 24, May
Krakow PL   21, May — 23, May
London GB   29, May — 1, Jun
Birmingham GB   1, Jun — 4, Jun
Latest comments

Amazing art. I'm curious how the rocks manage to be such a natural part of the terrain! It really looks like they have been there for ages.

Great job and very inspiring! Thanks for sharing.

Frankly I do not understand why we talk about the past of this CEO. As a player I do not care about what he did or not until his games are good. As an Environmental Artist instead I see a game with a shaky graphics. It is completely without personality, emotion and involvement. It can hardly be considered acceptable especially for the 2019 platforms (which I understand will be the target of this game). Well, this is probably an indie group, with no experience facing a first game in the real market. And that's fine. Do the best you can that even if you fail, you will learn and do better. From a technical point of view the method you are using is very old. It can work but not as you are doing it. I bet you're using Unity, it's easy to see that since I see assets from their asset store. Break your landscapes more, they are too monotonous and contact real 3D artists and level designers. One last thing, the last screenshot is worse than all the previous ones. The lights are wrong and everything screams disaster. Avoid similar disasters in the future.

Jesse Davis 2016 Overwatch Animation Reel
22 December, 2016



Senior Animator at Blizzard Entertainment, Jesse Davis, has published a reel of animation projects he has worked on between 2013 and 2016. Most of them are related to his involvement with the 2016 hit first-person shooter Overwatch.

As an animator, Jesse helped breathe life into such characters as Widowmaker, Lucio, Junkrat, Genji, Hanzo, Torbjorn, Mei, Pharah, Reinhardt, Tracer, Zarya, Sombra and D.Va. He animated most of the characters himself with only a little help from his colleagues. Davis is also responsible for stun effects, knockbacks and gravity bomb animation.

Prior to joining Blizzard Entertainment in May 2012 Davis worked for Electronic Arts. He was involved in animating various Sims-related projects such as The Sims 3: Pets, The Sims 3: Ambitions and Sims 4. Back in 2008 he used 3DSMax to animate cinematics for the Night at the Museum: Battle of the Smithsonian video game.

© jdAnimation, 2016 YouTube Link

Leave a Reply

Be the First to Comment!

avatar
wpDiscuz