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Emily Eslinger
Cinematics and TV Animation Reel
I've worked as a character animator, and as a technical animator. I enjoy both the art, and the tech side of animation.
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Below are some short clips of personal projects and experiments. Lately I have been digging into programming and VR game dev.
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experiments
experiments
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Noir themed VR room
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Inspired by Super Hot. Collaborated on a VR Chat room. I learned modeling and animation in Blender for this, as well as programming in U# (required for VR chat content.) Made with Unity.experiments
experiments
I made an AI so I could annoy it
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I set him up to be triggered to look at the player when they enter a trigger zone around the treasure, and then to chase the player if they actually touch it. Every time he is triggered, it adds a little to the amount of cool down time it takes him to stop watching the player (as if he is getting more suspicious each time, with a max of 6 seconds). He can look at the player in a way that’s blended with his animation clips, and also navigate to chase the player around. And his walking and running animation is triggered by his speed. Also its in VR because I’m a little obsessed with VR right now. The tresasure, dungeon set and skeleton model are from the Unity asset store.experiments
experiments
VR NPC tracking player
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NPC tracking/looking at the player test --this was kind of creepy to behold in person, even though he's just a cartoon skelly man. I did this with the FImpossible Look-At scripts. The rig is called "Skeleton Marauder" (from the asset store)experiments
experiments
VR and triggering animations
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I have been digging into VR recently. I rigged this simple little robot guy, made some animation clips for him, and set up a finite state machine that triggers his animation when the user drops him to the blue area. Animation is so engaging in VR. Getting to see a little "living" thing you made in person (sort of) is pretty magical. I look forward to finding more ways to use it.experiments
experiments
Blender Particles - Fire Flower remake
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I recreated the magic fire flower I had made in Maya, but with Blender this time. I redesigned it to look evil, and gave it some evil music (again based on Zelda midi). From this little project I learned about materials, lights and particle effects in Blender. I still prefer Maya for animation, but for working with effects, lights and materials, I like how blender's interface is organized.experiments
experiments
low poly crested pidgeon
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I have been walking by a little flock of crested pigeons everyday on the way to work and I thought their pointy crest doodley-things were kinda cute, so I designed, rigged and animated one.experiments
experiments
Magic Fire Flower - Maya Particles
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I used Maya Particles to make some stylized low poly magic effects for a fake classic 3D game item. Then I messed with some N64 era Zelda midi in Reaper to make fake classic 3D game music. I added distortion to the video and sound to give it an old CRTV flavor.experiments
experiments
Fun Designing Cartoon Shaders
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Trying to get a bright, bold, cartoony, hand painted look on these shiny materials (gold and oil). I was watching some videos on cheats that game devs used in the early days of 3D, to optimize for the limitations of the hardware. There was an interesting one about how they faked the metal reflective look of Metal Mario in Super Mario 64, and I wanted to try to do something similar.Flame Rigs Made of Ncloth
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A simple rig made with ncloth dynamicsAmethyst Cave Critter (rigging blend shapes, wire deformers)
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I used this one to learn how to set up a wire deformer (for his tank-tred-like legs) and blend shapes (for his spikes).Motion Graphics May 2014
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Limited Animation May 2014
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