Mothhead is an interactive art demo for Unity we did at Massive Black. The characters are inspired from sculptures created by Pete König during his time at studio that I originally rigged as part of an art test. In the past during company downtime, we revisited Mothhead often to experiment with different directions to possibly take the IP; such as the renders seen in the Massive Black Vol 1 art book. Unity stood out as fresh opportunity; we had experience with it from previous projects with Emotiv and the editor is user-friendly enough for artists to prototype ideas.
Among the challenges of this project was rebooting those legacy rigs for use in the Unity game engine as well as putting together a pipeline to manage assets. Fortunately, Unity is pretty flexible when it comes to importing maya rigs, so rig updates were very minimal and we were able to re-use a lot of old animations we created for the characters. Mothhead was the first project where we incorporated a version control system to help us manage assets and collaborate. I trained our artists and animators in the use of Subversion (SVN) based off my experience using it for personal projects. To better integrate SVN to our workflows, I also wrote some wrapper tools to access important operations within Maya (python) and Unity (C#).