Sometimes it is hard to put all of what you accomplished on a game into words or thoughts never-mind trying to encompass it on a reel. I think David A. Gibson did a great job here in his reel for EVOVLE, showing the process and how much someone can work on and influence a game. You don't see this as much when it comes to animating on a film.
Trent Corey also showed off some process work with the same character. This was a character test or study and you can really see some of the influences from that test in the shot above. That's why I think it is super important to be able to explore characters before going into production, unfortunately not always the case.
Carlos has put together a great collection of his reference from some of his time at DreamWorks. Its great to see a side by side comparison of both. Pay attention to changes in the animation from the reference and how he pushed the animation even more. I like to think about why he would make those choices and it sometimes helps me understand my process a bit more to help push my animation choices.
This is a great little clip from Mike Safianoff where he is talking about his thought process and workflow behind communicate some realism in his blinks. Its a snippet taken from one of his lectures over at CGTarian.
This example clip here from Jason Ryan where he dives into his planning process for a Two Person Acting piece. If you haven't seen his process before he walks you through his initial pass in 2D then shows you how he translates it in 3D,
Just came across a fun post on Body Mechanics over on the AM Blog. I've posted a few times regarding Jason's workflow (see below). It's really nice to see the workflow in this form and the thinking behind many choices. Mechanics is one of the keys to making animation feel right and seeing others points of view only lets you creatively think about your next shot better.
Check out the post from Temple of Seven Golden Camels about how characters are blocked out during a dialogue scene. He uses the example from an old move called "Paths of Glory." He also points out some key characteristics throughout the scene that help break it down into points that every animator can think about as they may begin a shot.
Head on over to Long Winter and check out the new character they just released. Benny! He is one of their first creature type characters and is super fun! I like that he still fits in the world of the rest of that cast so if you have gotten any of the previous rigs then he will look great interacting with them.