Life is Strange: True Colors
I worked on this game from the beginning of pre-production to just under a year before it’s release (I went over to help with the remasters, then The Expanse). We upgraded the characters significantly, upgraded the performance capability of the characters by adding a full blendshape and MOCAP pipeline and having access to higher fidelity due to improvements in technology.
I was lead Character Artist for the first 31/2 years until I went full time to create all the blends for all characters and work on the remasters. Its hard to claim individual assets as I had a bigger role in steering others to hit the style chosen and stay consistent, coordination with all the departments to keep work in motion and attending many meetings discussing our course as lead.
True Colors was a sequel to Life is Strange, the original expertly made by DontNod Entertainment. True Colors was nominated for four BAFTA’s (Best Animation, Best Narrative, Best Performer in a leading role Played by Erica Mori for Alex, and Best Performer in a supporting role for Gabe played by Han Soto) and won the Peabody award in 2022.
I started Ryan, he was iterated on. based on the AD and my direction. by other team members
I reworked much of Gabe from his initial start, he was iterated upon before release by other team members with the AD and my own direction
I built Jesse, although he was written out of the story causing him to be demoted from secondary character to NPC.
I started Ethan, he was iterated upon before release by other team members with the AD and my own direction
Ethan's mesh
Gabe mesh
Gabe in game
Initial Ryan Z sculpt was iterated on by team, began with this sculpt.
Ryan in game
Alex smile in Z blend file
Alex smile in game
Steph blends. After this game release, we have integrated far more along with correctives between shapes
Hand geometry
palms
One of our many face tests
A combination of joint positioning and corrective blend shapes. Joint motion was expertly done by Lead Animator Chad Gleason, and I made the corrective blend shapes.
Chad and I had an uncountable series of discussions about the blend targets as we learned how they needed to be used. Rhianna, the source actor for this test, was asked to be more “dramatic” than she would normally be…so she is a bit intense by demand.
It also shows an earlier iteration of the main character Alex blendshapes compared to a test with a later version.