Phil Kauffold

Technical Animator. Metalhead.
Comic book junkie. Occasional renaissance man.


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Demo Reel

Tomb Raider Anniversary: Cinematic Animation

I loved being able to work on such as an iconic character as Lara Croft, and I loved working on these cinematics. These were all “in-game” cinematics, and I did all the character animation in these shots. I also set up the constraints for grabbing the scion object, for attaching Lara to the motorcycle and the boat, and for throwing the grapple.

Tomb Raider Anniversary In-Game Animation

While working on the in-game animations for Tomb Raider Anniversary, I created and modified the rigs and weighting for quite a few of the characters for use by both myself and some of the other animators. For the two characters here, the centaur and the rat, I built the rigs and weighted them entirely from scratch. I did all of the rat animations and about half of the Centaur animations for the game. The rigging and the animation was done with Maya. 

We City Character Rigs and Animation

When I first started at ngmoco:), the first thing I did was set up a pipeline to rig and animate around 15 characters in a relatively short period of time. I managed to get them set up quickly enough that I was able to give the characters a bit of personality in their walk, but also set up a simple way to recycle animation in the future in case time was more of an issue. I did the rigs and the animation for these characters. 

Original Project With Two Original Characters 

This is part of a larger project but this is some of the first animation I did for it. I eventually want to add more atmospheric effects and make the city setting a little more noir-ish, but I like how it has come out so far. I love doing animation, but I also like working with hair, cloth, and particles as well, so I really had a blast incorporating all of that into the scene. I created everything in this scene from scratch with Maya.

Original Character Model and Rig with Cloth

This is my original character Sydnee, complete with a cloth simulation trench coat and my own design for a spine rig. The spine rig came from watching Aeon Flux and wanting to be able to do that sort of strange, exaggerated, contorted animation. The rig allows for standard IK controls, spline controls, stretch controls, isolated spine controls, and all without having to switch between them. I created all aspects of the character from scratch with Maya.

Original Character Model, Rig, and Effects

Mr. Fog (who desperately needs a better name) was a challenge, but a fun challenge. I’d had the idea for a misty, ephemeral character for a while and spent some time experimenting not only with the effects but how he would have to be animated. I had to adjust the way the particles emitted to make sure I could get good silhouettes from him, and also had to write a special script to cache all the particle systems, as he is made of 22 different individual systems. I found it better to have multiple systems as it was much easier to tweak individual parts. I created all aspects of the character from scratch with Maya.

Other Animations

“En Garde” I wanted to do a fight, but a fight where each character has a clear personality and skill level. I like the gruesome finale, too. I did the animation and the rig.

“Realistic Animation” These two shots were done to work with a more realistic, human style of animation. I did the animation for both shots.