Responsible for cinematography, editing, layout and motion editing on The Quarry and Until Dawn.
Principal Animator
Codemasters
May 2008 - August 2010
Setting the bar and pushing animation standards at Codemasters through critique, mentoring and leading by example.
Leading a team of animators on multiple sites and continents
Ensuring internal and external animation teams deliver assets to the highest quality.
Requirements gathering, style definition, short/long range project planning, task scheduling
Planning and direction of all the mocap on Bodycount (well over a hundred hours)
Defining the direction of new in-game Animation/AI technologies for more sophisticated and natural looking animations.
Setting up pipelines and workflows between Motionbuilder, Max, Morpheme and Moven.
Utilizing my technical background to firefight in other areas of the project to help bring the project in on time.
Co-Founder and Lead Animator
Third Degree Games
July 2005 - May 2008
• Responsible for defining animation style of FreeFall.
• Collaborated with tech and design to develop brand new cutting edge gameplay mechanics.
• Pre-visualization of gameplay sequences for pitching and development.
• Direct involvement in defining the direction of a proprietary animation selection scripting language, which allows content creators to test and modify complex character control behavior without the aide of a programmer.
• Responsible for outlining production plans for large and small scale projects. Planning involved: requirements gathering, risk assessment, task scheduling, staffing plans, milestone definitions and budgets
• Management of outsourcing partners to ensure assets adhered to our quality standards and operational guidelines.
• Consulting with outsourcing partners to help improve their asset creation processes for modeling, animation and rigging.
• Development of a character rig based on the latest industry techniques for movement and facial animation.
• Development of tools and user interfaces to streamline rigging and animation processes.
Co-Founder and Lead Animator
Third Degree Games
July 2005 - May 2008
• Responsible for defining animation style of FreeFall.
• Collaborated with tech and design to develop brand new cutting edge gameplay mechanics.
• Pre-visualization of gameplay sequences for pitching and development.
• Direct involvement in defining the direction of a proprietary animation selection scripting language, which allows content creators to test and modify complex character control behavior without the aide of a programmer.
• Responsible for outlining production plans for large and small scale projects. Planning involved: requirements gathering, risk assessment, task scheduling, staffing plans, milestone definitions and budgets
• Management of outsourcing partners to ensure assets adhered to our quality standards and operational guidelines.
• Consulting with outsourcing partners to help improve their asset creation processes for modeling, animation and rigging.
• Development of a character rig based on the latest industry techniques for movement and facial animation.
• Development of tools and user interfaces to streamline rigging and animation processes.
Animator
Stormfront Studios
2003 - 2005
• Animation for gameplay and cinematic sequences
• Body, facial and dynamic object rigging
• At the height of production on Demon Stone I managed a team of animators in the creation of animation assets for a large number of the games cinematic sequences. Responsibilities included team management, requirements gathering, task scheduling and asset creation, all in a highly compressed time frame.
• Training and mentoring of junior animators
• Recruiting
• Created animations for new project pitches
Animator
Rare Ltd.
2000 - 2003
• Gameplay Animation
• Development of new gameplay mechanics
• Development of animation related game engine features
• Motion Capture Editing (Filmbox)
• Modeling
• Logo FMV sequences (rendering and vfx)