Taminaion Animation Studio

What We Are All About

We create animations and games based on whatever our team can imagine any idea is invaluable no matter who the idea comes from it could come from what normal people would call the bottom of the totem pole however that statement in itself is incorrect on a totem pole there is no hierarchy everyone is important that why here at Taminaion Animation Studio no matter who you are or what qualification you have you will always have a voice at the table that’s what separates us from the rest of the studios out there we listen to everybody and everyone we employ .

The Taminaion Animation Studio that I started strives to create top-quality animations and games for people of all ages to enjoy across multiple platforms you could say it's our like our motto "A road to quality"
Ian Mcfayden
CEO

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Hi I’m Ian Mcfayden I’m 24 and I’m also the CEO of the Taminaion Animation Studio I studied Digital Design at the University of Hull before I created this studio I had no idea where I was going but once I started doing animations on my own I knew this is the path I wanted to go down and creating amazing animations is my dream and now the dream of this company.

We have many teams here at the studio but our main ones are the Animation team, Games team, and VFX team these three teams are the primary pillars of the entire studio they are what makes the studio run as well as it does, and without them the studio might not be as good as it is 

Studio's Previous Projects

As a studio, we do more than character animations since a lot of our projects have things like doors and other types of props we create test animations for these assets to demonstrate how they are going to work to the rest of the animation or games team.

Not only do we do test animations for prop’s we also do test animations for other things such as weapon concepts to visualize how they are going to work these animations don’t always look great but they are for demonstrating to the VFX team before they create the final version.

Before the animations or tests can begin we start with rough concept ideas or word clouds for whatever we are going to be making so if we are going to make say a door we create a word cloud for what we want that door to be like such as genre, material, shape and so on.

After that concept drawings can be made using the word cloud as a baseline to make the drawings then we can actually move on to making the assets themselves however not all concept drawings make it be assets mostly because some of these drawings tend to be on the more unrealistic side and not have any way to actually animate correctly.

At the studio, we also do mock-ups of rooms to see how an environment will look before creating an animation in that environment in this case we have a bedroom with exact measurements to real-life scale this environment is for a more lifelike animation however creating animations with a 1:1 scale level of detail with exact measurements is not always the best way to create environments.

Creating 1:1 scale environments is used sparingly here at the studio and are to only be used for our animation dev-vlogs this way we can litter the environment with lifelike items that can be callbacks to our other animation projects while one of our Staff Mocaps a character in the environment talking about future plans or projects to our viewers or investors this is the best way to show our skills and keep people watching our content. 

Small prop’s for our animations have to be meticulously designed so that they can be placed around a scene and no matter where they are or how far away from the camera they might be.

By creating these props to be so detailed at the very start means we can reuse these props in multiple animations or games and by giving them so much detail we can use them or have them used by characters such as this plastic safe which has a functioning coin slot on top as well as a functioning door and coin holder tray.

Designing the props this way is ideal to create the perfect workflow it means we don’t have to go back and create the entire asset again or add more functionality to it such as making this plastic safe go from having no door functionality to having a door that opens.

Character Sculpting Projects

Previous Character Projects

Before we use a character for actual animation projects we need to perform a series of tests on the rig of the character to make sure it has no issues such as the way it deforms when it moves or when we move a controller that it moves the right part of the character and not another.

The first test for every new character is always a walk cycle as this is the easiest and most efficient way of seeing if the character performs the way it should as well as it being the most natural animation we could make.

This test shows how well a character can move around its environment especially in tight spaces because it shows how well the limbs of the character move around without any problems.

A test was created to see how the character interacts with the environment this one shows how the character interacts with a door however the test can be done with any object or prop .

Not all our characters are Bi-pedal in nature some of them have more or less than 2 legs and in some cases, they have no legs at all however these characters have to have some sort of animations to be able to make them move and so they need to be rigged and tested just like any of the other characters that we have created in this instance we have a Mechanical type spider and so the legs need to move in a way that does not interfere with the others and so for this one we move the legs in groups of two one on either side to create a workable prototype. 

Ongoing Projects

This project is focusing on recreating an existing character from an animated series we have gotten permission and license to use the character is called ‘Emily’ it is a human-sized ball robot so far we have managed to make the basic rough shape of the robot and create the main moving pats however the rest of the character is yet to be completed at this time but you can see how we progress with the continues updates.

Emily will be used in an upcoming animation parody of the Animated show She-Ra where the robot will need to perform various animation challenges.

Emily Ball Drone Project
Rough Project Completion 29%

This asset is for an up-and-coming space animation its one of 4 spaceship designs that have been planned for that particular animation however it is the first to be created as it stands the asset is in a lockout phase and is therefore only just starting to be created.

These images show the spaceship’s lockout both flat and smoothed its a very unique design just like the other three that will be created after it all four of these spaceships will partake in a battle for control of a sector in the animation so it will require working weapons and engines complete with there respected VFX animations.

Military Truck Project
Rough Project Completion 21%

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