Rigs: Mechanized Combat League

During my time at Guerilla Cambridge I worked on RIGS as my very first professional title! RIGS is a 2016 first-person shooter sports video game and one of the launch titles for the Playstation VR headset on Playstation 4.

Details
Release date: 13 October 2016
Studio: Guerilla Cambridge

Position: Technical Artist
Period: Jul 2014- Jan 2017
Duration: 2 years 7 months

Contributions

Rigging

This was a rigging-heavy project. We had a 2-man rigging team, along with the talented Luke Maskell. We had to figure out a way to make a VR first person rig work together with a 3rd person monster-of-a-machine rig; all while supporting custom model variation across in-game teams and support a full art department iterating like mad!

Next to working on the Rigs themselves, I worked on the brunt of the secondary rigs, like supporting staff, the player pilots, vehicles, crowds, you name it!

Animation Support & Feature lead

I worked together with the animation team a lot, especially during the last few when everything had to be tied together and work seamlessly. I had particular fun working on the lift sequence that took the players up to the arena. Due to my knowledge of all facets of game development and the engine, I was in charge of this sequence. I will never look at lifts the same way..

Engine support

After having interned at Guerilla Cambridge, I quickly got drafted to help connect the wishes of the designers and art departments through the visual scripting language the engine featured. I worked on gameplay systems, weapon setups, particle effects and audio support.

For more about Rigs: Mechanized Combat League

RIGS: Mechanized Combat League