Animation
For this project, I wanted to create a parkour sequence ending with a takedown finisher.
Before animating, I gathered several references from real parkour footage and video games to ground the movement, study the momentum and also fed into the previz, inspiring both the action and the camera work. For the finisher, I wanted a stealth-style takedown, so I drew inspiration from The Last of Us Part II.
After that I started with several previz passes to explore different ideas. This helped me quickly figure out which camera shots worked and which ones to cut, and check whether the animation was getting too long. I set myself a target of 15 to 20 seconds, to keep the scope realistic and make sure I would see the project through to the end.
Here’s the final previz, it locked the camera shots and timing, and served as the blueprint for the final animation.
Here’s the final result