Battle for Xanthur

This entry showcases the first scene of the Battle for Xanthur project. Despite being an early segment—displayed separately due to the file’s extensive size—it demonstrates a wide array of advanced animation techniques and creative storytelling.

The scene currently displayed is an early segment of the full Battle for Xanthur. A comprehensive initial segment that establishes the narrative tone and visual style of the project.

In order of appearance, the walk cycle, an indispensable piece to guide the animation.

The first shot for this heavy artillery mecha, a rocket shot. It is not included in the first scene but will be implemented later on.

The second type of artillery this mecha has, a canon shot. Just as the rocket shot.  It is not included in the first scene but will be implemented later on.

Project Background

In my continuous commitment to pushing the my character animation skills, I embarked on the Mecha Animation project to explore the integration of mechanical precision with organic movement. This project builds upon my established expertise and represents a bold step forward in innovative visual storytelling.

Project Details

Please note that the Mecha model used in this project isowned by P2Design Academy.

For this scene, I employed a different animation technique, a layered animation meticulously blocking out key movements. The layered approach ensures fluid motion, while the integration of VFX—such as explosions and dust particles—adds a cinematic quality to the narrative.

The animation includes four main movements: walk cycle, a rocket shot, and a canon shot.

At the moment, I don’t have the full cinematic animation ready to show, as it will involve more processing time with added explosions and effects. This is something I'm working on, but for now, I’ve attached the first scene to give a glimpse of what the final version will become. The technical challenge of managing high-detail simulations and large file sizes has been met with innovative solutions, resulting in a segment that is both visually striking and technically robust.

 I’ll update this entry once the full scene is completed.

My Roles & Responsibilities

  • Character Animator
    Four animations: walk cycle, rocket show, and a canon shot.
  • Effects Artist
    While the full cinematic sequence is still in progress, I’ve laid the groundwork for these elements. 
  • Environment Builder
    A detailed desert environment with dunes and rocks to enrich the scene


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