Punch-Out!!

Overview: 

Working on Punch-Out!! for the Wii, which released in 2009,  I worked on establishing the animation style, core gameplay mechanics, timing, and overall feel of the game.

The successor to Super Punch-Out!! on the Super NES that came out in 1998. It was a long time coming for a sequel, and we were excited that we were given the opportunity to recreate a childhood favorite. 

Skills: Keyframe Animation, Design

Tools: 3DS Max, Biped, Proprietary Tools

Platform: Nintendo Wii

Team: Next Level Games

Punch-Out!!

Kind words from New Frame Plus!

We set out to recreate the nostalgia of the past games as our main goal in the early prototyping phase. This video makes me happy knowing our hard work was enjoyed, and didn't go unnoticed. 

Glass Joe

The first fight and the first character I animated for Punch-Out. This was where we spent the most time getting the animation style right. I worked on everything from the feeling of the impact to the timing of the tells, attacks, and knockdowns. This set the bar from the rest of the fighters.

Challenges: Taking iconic 2D animations and making them work in 3D while keeping their nostalgia and appeal. Getting the timing and posing to feel impactful, satisfying, and true to it's predecessor.

King Hippo

I animated and  designed King Hippo early on. We knew he was important for the franchise, so it was a good test for us. I also worked closely with tech art  on his rig.

Challenges: One of the most iconic characters in Punch-Out, we wanted to make sure we kept what made him unique. 

"The folks at Next Level Games have created an amazing title that has made the 15 years since Super Punch-Out!! quite worthwhile."  -Nintendo Power