Gary Marshall

Gary Marshall

VR Developer / Capture at Framestore NY

Senior Developer / Supervisor Capture / 21 yrs

NYC

Hire Me

Lead Engineer

The Book of Boba Fett (2021)

Head Of R&D

The Mandalorian (2019)

CG Supervisor

Tutankhamun: Enter the Tomb (2019)

Director Of Virtual Production

Westworld (2016)

On-Set VFX Photographer

The Legend of Tarzan (2016)

Motion Capture TD

Gravity (2016)

Motion Capture Lead

Guitar Hero Live (2015)

On-Set Technical Director

Jupiter Ascending (2015)

Virtual Production Lead

Paddington (2015)

Motion Capture Lead

Dracula Untold (2014)

Virtual Production Lead

Edge of Tomorrow (2014)

Digital Artist

Wrath of the Titans (2012)

Motion Capture TD

The Adventures of Tintin (2011)

Motion Capture TD

Avatar (2009)

Previs Artist

Amazing Grace (2007)

Motion Capture

Curse of the Golden Flower (2007)

Motion Editor

Happy Feet (2006)

Motion Capture Technician

Poseidon (2006)

Matchmove Artist

Corpse Bride (2005)

Motion Capture Assistant

Kingdom of Heaven (2005)

Motion Capture Technician

Charlie and the Chocolate Factory (2005)

Motion Capture Assistant

Alexander (2004)

Render Wrangler

AVP: Alien vs. Predator (2004)

Render Wrangler

Harry Potter and the Prisoner of Azkaban (2004)

Render Wrangler

Troy (2004)

Render Wrangler

Lara Croft Tomb Raider: The Cradle of Life (2003)

Work History
  • VR Developer / Capture

    Framestore

    September 2015 - September 2016

    Developing applications in a number of leading real-time environments for delivery as immersive VR experiences, digital installations and video content.

    Using a broad cross section of techniques from motion capture, computer vision, AR, VR, photogrammetry, microcontrollers, digitalI/O and traditional VFX workflows to bring the best immersive experiences to digital projects.

  • Capture Lab Technical Supervisor

    Framestore

    September 2014 - September 2015

    Supervising all technical aspects of a full virtual production stage predominantly focused on capture and integration of real time performance.

    Developing and integrating computer vision tools to refine and optimise photogrammetry pipelines.

  • Motion Capture TD

    Framestore

    June 2010 - September 2014

    Lead TD on dedicated Virtual Production/Motion Capture stage. The role demands a broad skill set with a heavy technical bias.

    Day to day tasks encompass anything from lighting/lookdev and optimization of realtime scenes, plugin and pipeline development (Python/C++/Qt), running MoCap shoots and solving marker data.

    When clients are not on the stage, time is mostly spent on RnD into virtual production methods.

  • Mocap TD

    Wētā FX

    May 2009 - July 2010

    Mocap pipeline development/tool programming: Python/PyQt.

  • Senior MoCap TD

    Lionhead Studios UK

    December 2006 - April 2009

    Supervising all technical aspects of motion capture on a new IP for AAA game studio. Role encompased technical animation/rigging, mocap data acquisition, processing and retargetting, pipeline development and tool creation.
    Broader responsibilities included RnD into facial animation (markered, video based, lip synch), locomotion data sets and beahaviour tools.

  • Motion Capture Supervisor

    MPC

    July 2006 - December 2006

    Role required an ability to work alongside CG supervisors to break down VFX shots into motion categories with a view to working up a capture shot list.
    Day to day tasks involved mocap data aquisition, cleanup, reatargeting, post-animation and final delivery.

  • Motion Editor

    Animal Logic

    April 2006 - June 2006

    Motion editing of raw mocap data coming off the performance stage. Common edits were hand/foot contacts and general performance enhancements to stylise motion.

  • Motion Capture Lead

    MPC

    August 2005 - April 2006
  • Matchmove Artist

    MPC

    February 2005 - August 2005
  • Motion Capture Technical Assistant

    MPC

    July 2004 - February 2005