The ones on his site are even terribler.
This guy has no morals. Those really couldn't be used in any game..
I don't agree. Morals isn't the word. It's fair enough for him to have been trained by 'ex disney/pixar' animators... (I can lay claim to at least one of those) - but if it's games that these anims are supposed to be aimed at then it's not animators from the movie industry that are relevant... sure they have their place, but there's more to game animation than being able to render a squillion tweens in 3.5 hours.
The 3 Words I've always used to explain what I consider to be quality, well designed and well crafted pieces of games - and these words can be used interchangabley across the mediums and disciplines be it a 2D or a 3D environment, the Characters within that environment, the backgrounds that make up that environment, the animations of the characters or environmental effects... and those 3 words are SCALE, PACE and DYNAMISM.
This should be a fore of you mind whether you're trying to create a swooshy anim or a snazzy camera intro, or even the style of the font. If you lack any one of these then the overall result is weakened.
SCALE is applied to the Size of the piece and can be wholey subjective... to big though and it can overwhelm - too small and it can be insignificant.
PACE is applied to the overall feel of the peice, timing, weights, and so on, generally within the animation context but equally so in the overall FEEL of a product. (I'm talking beyond the realm of Pixel art here and moving into game theory)
DYNAMISM is applied to the overall movement and whether it has FLAIR or is ambitious in what it's trying to acheive. (a great example of this recently that really broke the mode, was the camera shake in Gears of War - it added a great sense of dynamic reality)
But back to these pieces... There's a certain amount of Dynamism I suppose, but the Pacing is all wrong.
I think the thing that disturbs me the most is that all I see is a load of separate sections that are hinged and rotated and flipped in order to create an idea of movement... but the movement itself is bland and uninspiring. And sloooooow.... Granted, I suppose the thinking is, well, you can play them at 30 fps and the movement will look fantastic... that's the theory... and I suppose in some respects that might be true... but with respect to video games... memory restrictions amount for a lot.
And with all that in mind... it's not morals that I believe is missing... It's experience.