Grayson Chalmers
3815 Manchaca Rd #21- Austin, Texas 78704
912-224-6322 - grayson@graysonchalmers.com - http://www.graysonchalmers.com


Reel breakdown:

> Door bash
This animation was completed for Area 51 a Xbox and Playstation shooter. The animation was completed in about 4 hours. It was used as a way for AI's to help you through locked doors.

> Leaper retreat
This was a new behavior for this character that I helped concept; after a melee attack he slinks back into the shadows. It was very effective and made for a scary combat result. The animation was completed in about 3 hours.

> Leaper swarm wall jump
This animation was done for Area 51. It was used down long hallways where a large group of leapers were rushing towards the player bouncing off the walls in a frenzy. The animation was completed in about 6 hours.

> Leaper Entrance
This was one of several “gotcha” animations that this character had throughout the Area 51 title. It was completed in about 4 hours, and was very effective in startling the player.

> Dreadnought - Walk test
This was a simple animation exercise to see how well I could get across the weight and scale of this forty ton steel machine. The model and texture were completed in about 5 days. Lighting, rendering, were another 3 days. And the compositing was done in Digital Fusion.

> Pegasus run cycle
This was a freelance animation done for The Animation Farm. It was completed Maya 6.0 using a custom rig in about 6 hours including revisions.

> Vault
This was done in about a fifteen hours; heavy post work was done in After Effects. All the lighting and rendering is the native 3ds Max render and each frame renders in a little less than thirty seconds.

> Fishing village
This cinema was done by me while at Warthog Texas. It was done for a canceled Vivindi Universal Lord of the Rings title. I was responsible for the set construction, lighting, effects, and post production of this clip.

> Diver
This is a personal art piece inspired from a dream. It also was a of a systemic way of floating an object on a dynamic surface. It was completed in about 8 hours.

> Bellman
This was a freelance animation done for The Animation Farm. I rigged and skinned this character to a character studio Biped. The rig and skinning took about 5 hours and the animation was completed in another 5 hours with a few revisions.

> On the job
This is a walk cycle with a short anticipation. It was all hand drawn and completed in about two weeks.

> Titanic
The assignment was to have a simple character in a rubber raft get hit by a wave; the focus was weight and momentum. It was all hand drawn and took about two and a half weeks.

> Grunt shooting
This is another animation for Area 51. This was an eerie scene where you witness a scientist mutate into a grunt and then lumber towards you before your teammates take him down. This was completed in about 10 hours.

> Honey bee
This honey bee was created for a live action short film; in production at Florida State University. The call came into me on a Thursday at lunch time; and it was finished and delivered on Saturday in under 36 hours.

> Auto shotgun (low poly 448 tris)
The limitations were a weapon in fewer then 500 tris with a 512 texture. The gun was taken from concept to final texture in about twelve hours.

> 1840’s Saloon
This was an art test that was created for a game development studio from concept that they provided in about two days.


> Jeep (low poly 1,384 tris)
This assignment was a low poly vehicle in fewer than 1,500 tris with a 512 texture map. It was completed in about twenty five hours.

> Gargoyle (low poly 2,602 tris)
This was done as an art test; the objective was a low poly gothic statue. It was completed in about twenty hours.

> Sunset
This was a matte painting created for a matte class at the Savannah College of Art and Design. The project was to move a building from downtown Savannah to another location. I shot all the plates myself and the project was completed in about four days.


- back -