Kristopher Patrick Peterson (Explosive)
I went to school for 3D animation shortly after the movie Jurassic Park came out and I knew that’s what I wanted to do.
I got my first official industry job in 1999 at a local post-production studio. I was there for over a year, and then I went to work in a very small game studio working on budget titles.
I’ve always loved games and have been modding and creating levels and extra content for them for as long as I can remember. Since then I’ve gone on to become a Lead Animator at Raven Software of Activision, worked on the CrunchyRoll #1 Anime: RWBY, and also worked on a few seasons of Red vs Blue, and now create content for iClone as a Featured Content Developer.
Q: Please introduce yourself and share with us a bit about your background and your work.
Thanks for the chance to share my story! Well, I went to school for 3D animation shortly after Jurassic Park came out and I knew that’s what I wanted to do. I got my first official industry job in 1999 after a local postproduction studio tried to hire my school instructor, but he had already taken another position and he recommended me as an intern instead.
I was there for over a year, and then I went to work in a very small game studio working on budget titles, a job that also happened because of a connection through another one of the teachers at my school. I’d always loved games, and had been modding and creating levels and extra content for them for as long as I can remember, so that was a bit of a dream come true to finally be getting paid to do it.
Since then I’ve gone on to become a Lead Animator at Raven Software of Activision, worked on the CrunchyRoll #1 Anime: RWBY, and also worked on a few seasons of Red vs Blue, the longest running webseries to date, and also worked on a ton of independent iPhone and other game development projects.
Q: When and Why did you start working on animation/2D graphic design/3D models? How did you start your content business?
I started Explosive in 2013 after a partnership working on iPhone games ended, and I had a lot of 3D assets that were no longer being used for anything and just sitting there on my hard drive collecting digital dust. I thought it would be a win-win if other teams could make use of those assets for their projects for a fraction of having that custom work created, and also a win for me since I’d already done the work of creating them.
So I put together a few model and animation packs made up of those assets, and put them on the Unity Asset Store. The income was a nice bonus, but it wasn’t enough to make a living off of.
In early 2015 I stopped taking freelance projects to focus 100% on creating new assets for Explosive, and also moved overseas to Thailand where my expenses would be much lower than living in the US. My animation packs quickly became my most popular items and so I focused on creating more of those based around the feedback and requests that I got from early adopters.
The past couple of years I have been learning coding, which has been incredibly useful to create controllers to package with my animations, and also for creating custom tools and workflow scripts for creating and exporting animations allowing me to work faster and more efficiently.
Q: Tell us more about your company Explosive, and what software you use? Can you share any samples of your work?
Explosive is the premier provider for explosive, high-impact digital content to supercharge your gamedev, web, and mobile app projects. Our goal is to deliver great looking, high-quality, production proven assets to give teams and individuals a huge advantage in the development of their next titles. By offering such high value, integrated, and easy to implement content, we aim to help make the difficult task of assembling your game’s art a breeze, and at a fraction of the cost for having it custom made.
When working in my studio, for creation I mainly use 3ds Max, and Photoshop. Below are some of the most recent projects that I’ve worked on.
Q: What can the animation community expect from you in the future?
As always, I’m committed to supporting the existing animation sets that I’ve already created for iClone, and adding more animations to go along with those sets.
I’ve been getting a lot of requests for dual-pistol animation sets, so I think that’s definitely in the plans for the future. I love animating exaggerated, cartoony style characters so I’d love to do more of that in the future as well.
Q: What else you would like to share with us or talk to your fans?
I would like to say thank you to everyone that has supported my work! 🙂 And also encourage them to visit my iClone Content Store for lots of high-quality character animations.
To see more of Explosive’s work, visit >>
Reallusion Content Store: www.reallusion.com/contentstore/featureddeveloper/profile/#!/Explosive/iClone