ANIMATION – Clark Illustrations – Art Portfolio

Clark Illustrations - Art Portfolio

© Chris Clark - Characters, Games, Animation, Illustration, Design

ANIMATION

Hire or commission me to make your animations today! I created these animations with Spine, Adobe Animate, After Effects, Illustrator, Character Animator, and Premiere Pro.

I’m currently producing a series of YouTube cartoons telling retro wrestlers’ stories throughout the history of professional wrestling for Grapple Vision on YouTube.

The Red Rooster underestimates Dusty Rhodes in this YouTube cartoon. Created in Adobe Animate, the project began with sketches and Illustrator renders of the characters, followed by a storyboard, and finally animation. Once finished, I compiled the scenes in Premiere Pro and added a retro VHS effect with After Effects.

This game art and animation was made for casino slot machines. To see more of Thor’s Thunder Plunder art, check out the Casino Game Art Page.

Thor’s Thunder Blunder was a blast to make! Who wouldn’t want to be Thor summoning lightning for their treasure plundering? After sketching up the concepts, I created everything in Illustrator and Photoshop. I then animated the character with Spine and added effects in After Effects. The video was produced with Premiere Pro, and the background with Firefly AI Art.

I made this “Gold Jackpot” animation to show off my text motion graphics skills with Adobe After Effects. I have many tools in my software kit.

This “Gold Jackpot” motion graphic was created in Adobe After Effects and Premiere Pro. It could easily fit right into any casino game or promotion. The 3D Text and effects were all done in After Effects, and then the video editing and sounds were completed with Premiere Pro. I also made the background with Adobe Firefly AI Art.

As Lead Artist at Tynker, I enjoyed working with an Art Team on many games. I was responsible for all of Tynker’s Spine rigs and animations, as well as leading, delegating, and teaching the other Artists Spine basics. I learned advanced Spine techniques (2.5D, meshes, animation blending, constraints, skins), invented an Illustrator export system for thousands of combinations in single rigs, made talking characters for Devs to easily create their own animations with Character Animator, and produced hundreds of unique animations. Check out the Tynker Game Art page for more. © Tynker

Upon request, I also have unlisted animations that show advanced Spine techniques for potential employers.

I made these animated Coding Cup characters in Illustrator and Spine. Coding Cup features 2 teams entangled in an epic game of soccer using Tynker’s Coding Blocks to succeed. There are many kicking, diving, running, jumping, and idle animations, as well as thousands of outfit and body combinations that bring the characters to life. I developed an export system for Illustrator to achieve this in a single rig that works within Tynker’s System limitations.
SEE IT IN ACTION HERE
This kooky animated flying Castle rig was created in Spine and Illustrator to fly around in the “Turing’s Tower” game by Tynker. Wings flap, propellers spin, steam pumps into the sky, and many contraptions sway and move with gravity. The Devs could easily swap out parts for different pieces or remove them entirely.
Four monstrous rigs were created in Spine to accommodate multiple monster body types for Tynker’s Pokémon-style game “Code Monsters.” Each monster has its own unique look, movement, and attacks. There are also 2 evolutions for each monster, and the final form has far more detail and attitude. Like the Coding Cup rig, I developed an export system with Illustrator that works within Tynker’s System limitations.
SEE IT IN ACTION HERE
Based on the Coding Cup rig, this stylish Teen rig was made in Spine and Illustrator for Tynker’s upgraded Character Builder. It features thousands of Character combinations with around 100 animations in front, side, and back angles. Like the Code Monsters rig, I developed an export system for Illustrator to achieve this in a single rig that works within Tynker’s System limitations.
SEE IT IN ACTION HERE
Kids rig is Tynker’s most popular rig and is used in many of Tynker’s games. I created this adorable rig in Spine and Illustrator with hundreds of animations and characters in front, side, and back angles. This simple smaller rig allows for quick load times and art production. Like the Teen rig, I developed an export system with Illustrator that works within Tynker’s System limitations.
I made Codey, Tynker’s Mascot, with Illustrator. Later I used Character Animator to let him talk with students as they learn to Code. He has a full range of mouth Visemes, body movements, and facial expressions. I set up the rig so Devs could easily make animations with a camera and mic. (For potential employers, I can show a version with cleaner mouth movement.

Embodied Games Motion Comic

Embodied Games contracted me to make animations, 3D skins, concept art, characters, game art, promos, and designs for STEM games. I also worked with a team of 2D and 3D Artists, Designers, and the Project Manager. © ASU – Embodied Games for Learning

“Centripetal Force” was made with Adobe Animate for Embodied Games. I sketched mockups, storyboards, and animated using motion tweens to create a parallax illusion of movement. This Steampunk-style motion comic tells the story with a quirky robot dragon companion. The scenes set the tone for a physics and quantum mechanics STEM learning game.