With over 20 years experience in Animation working on over 28 Game and Movie developments, I have worked as both an Animation and Cinematics Director. In addition to overseeing my team, I am highly involved in all aspects of production – ranging from storyboarding and pre-visualization to body/facial animation, cinematography/camera work, rendering, post effects and editing. I have worked on many high-profile gaming and movie titles, including Call of Duty – the most successful game in gaming history, and Star Wars Episode VII The Force Awakens – the number one movie, and hugely anticipated sequel of all time. I am now employed by Raven Software (Activision), most recently known for their work on Call of Duty, as Animation Director working on some really cool stuff!
Project: Call of Duty – Modern Warfare Remastered
Role: Animation Director
Company: Raven Software (Activision)
Working on the hugely successful and number one gaming franchise of all time: Call of Duty. My responsibilities as Animation Director is to drive and oversee the Animation, Motion Capture Studio and Technical Rigging Departments, ensuring all Animations and Cinematics are delivered to highest levels of quality.
Project: Call of Duty – Infinite Warfare
Role: Animation Director
Company: Raven Software (Activision)
Working on the hugely successful and number one gaming franchise of all time: Call of Duty. My responsibilities as Animation Director is to drive and oversee the Animation, Motion Capture Studio and Technical Rigging Departments, ensuring all Animations and Cinematics are delivered to highest levels of quality.
Project: Call of Duty – Black Ops 3
Role: Animation Director
Company: Raven Software (Activision)
Working on the hugely successful and number one gaming franchise of all time: Call of Duty. My responsibilities as Animation Director is to drive and oversee the Animation, Motion Capture Studio and Technical Rigging Departments, ensuring all Animations and Cinematics are delivered to highest levels of quality.
Project: Call of Duty – Online (China)
Role: Animation Director
Company: Raven Software (Activision)
Working on the hugely successful and number one gaming franchise of all time: Call of Duty. My responsibilities as Animation Director is to drive and oversee the Animation, Motion Capture Studio and Technical Rigging Departments, ensuring all Animations and Cinematics are delivered to highest levels of quality.
Project: Call of Duty – Advanced Warfare Exo Zombies
Role: Animation Director
Company: Raven Software (Activision)
Working on the hugely successful and number one gaming franchise of all time: Call of Duty. My responsibilities as Animation Director is to drive and oversee the Animation, Motion Capture Studio and Technical Rigging Departments, ensuring all Animations and Cinematics are delivered to highest levels of quality.
Project: Total War – Rome 2
Role: Cinematics and Marketing Artist
Company: The Creative Assembly (SEGA)
Working on the hugely successful and number one RTS game, Total War. My responsibilities included the production of Cinematic and Marketing game trailers for Total War series.
Project: The Legend of Tarzan
Role: Pre-Visualisation Artist and Camera Specialist
Company: Proof inc
Working on site at the fantastic Warner Bros. Studio in London, on this ambitious major movie title. My role includes specialist camera animation and devising innovative shots incorporating revolutionary use of Robotic Arms to control both actor and cameras in complex synchronization.
Project: Star Wars Episode VII – The Force Awakens
Role: Pre-Visualisation and layout Artist
Company: Halon Entertainment (Lucasfilm)
Based on site at the world famous Pinewood Studios in London, I worked closely with J.J.Abrams and the Production Crew at ILM to visualize the hugely anticipated movie. My responsibilities include pre-visualization scene and shot layout, with a huge focus on vehicle flight path, including key shots for the Millennium Falcon, and camera layout for complex shots.
Projects: Grey Goo
Role: Animation/Cinematics/Camera Specialist
Company: Axis Animation
Working on the Cinematics for Grey Goo, an ambitious RTS game, my responsibilities included character animation – both facial and body – vehicle, and camera animation from initial staging and layout through to completion.
Projects: Dead Island 2
Role: Animation/Cinematics/Camera Specialist
Company: Axis Animation
Working on Dead Island 2 E3 2014 Reveal Trailer, my responsibilities included character animation – both facial and body – vehicle, and camera animation from initial staging and layout through to completion.
Project: Kinect Sports Rivals
Role: Cinematics Specialist
Company: Microsoft Game Studios/ Rare
As one of Microsoft’s flagship Xbox One titles, Kinect Sports Rivals was an especially exciting project to be involved with. Due to my many years of experience in the field of cinematics, my main role was to create engaging and dynamic cutscenes to entertain and inform the player.
Project: James Bond 007 – Legends
Role: Cinematics Director/Lead Cinematics Animator
Company: Eurocom
To coincide with the 50th anniversary of the James Bond franchise, Legends was an opportunity to celebrate all that the eponymous hero represents. Working in collaboration Danjaq (responsible for the copyright and trademarks related to James Bond on screen), I was tasked with creating a contemporary cinematic look and feel in keeping with Daniel Craig’s Skyfall. Working with talented actors to capture iconic Bond moments, I led the Cinematics team to produce all cutscenes and in-game cinematic sequences.
Project: James Bond 007 – GoldenEye & GoldenEye Reloaded
Role: Cinematics Director/Lead Cinematics Animator
Company: Eurocom
Working in collaboration with Activision during the development of the critically acclaimed remake of Rare’s GoldenEye, I worked closely with, and directed, Ben Cooke (Daniel Craig’s stunt double) to produce re-imagined cinematic sequences and interactive cinematic gameplay on a bolder, more contemporary scale than the original.
Project: Disney Universe
Role: Cinematics Director/Lead Cinematics Animator
Company: Eurocom
A family orientated title based on Disney/Pixar IPs. I was tasked with producing original cinematics, in keeping with Disney/Pixar’s unique style, to inform and entertain players.
Project: Rio
Role: Cinematics Director/Lead Cinematics Animator
Company: Eurocom
Following the success of Ice Age 3, this project was developed to coincide with the release of Blue Sky’s Rio. I produced fun and informative cinematics to complement the gameplay.
Project: Vancouver 2010 Winter Olympics
Role: Cinematics Director/Lead Cinematics Animator
Company: Eurocom
Coinciding with the Vancouver Winter Olympics 2010, I developed the style of the cinematic sequences/cinematic gameplay to replicate the exhilarating look and feel of a televised major sporting event.
Project: Dead Space Extraction
Role: Cinematics Director/Lead Cinematics Animator
Company: Eurocom
Worked closely with EA to produce an especially immersive cinematic experience to enable the player to feel truly part of the Dead Space universe.
Project: Ice Age 3 – Dawn of the Dinosaurs
Role: Cinematics Director/Lead Cinematics Animator
Company: Eurocom
Working in close collaboration with Blue Sky to produce an entertaining title to complement the movie and its characters, I was asked to develop cutscenes to reflect the humour and characterisation of the Ice Age movies.
Project: Disney G-Force
Role: Cinematics Director/Lead Cinematics Animator
Company: Eurocom
Working in close collaboration with Disney and Bruckheimer’s production team, I developed a dramatic cinematic style to reflect the look and feel of G-Force the movie.
Project: James Bond 007 – Quantum of Solace
Role: Cinematics Director/Lead Cinematics Animator
Company: Eurocom
Working in conjunction with Activision, I visited Treyarch to study the Quantum of Solace movie script and to discuss my vision for the cinematics. As a result, I developed a fast-paced cinematic style to complement the action and drama of the movie.
Project: The Mummy: Tomb of the Dragon Emperor
Role: Cinematics Director/Lead Cinematics Animator
Company: Eurocom
Working to an exceptionally tight deadline, I developed cinematic cutscenes to capture the look and feel of the movie.
Project: Beijing 2008 Olympic Games
Role: Cinematics Director/Lead Cinematics Animator
Company: Eurocom
Delivered a cinematic feel to capture the thrilling atmosphere of a televised major sporting event.
Project: Protector (unreleased title – PS3)
Role: Cinematics Director/Lead Cinematics Animator
Company: Eurocom
A completely original IP developed for Sony. I was asked to create an emotional and compelling cinematic style.
Project: Batman Begins
Role: Lead Animator
Company: Eurocom
Part way through the project I was asked to join the team to assist in producing cinematics that reflected the dark, gritty atmosphere of the Batman movies.
Project: Predator: Concrete Jungle
Role: Lead Animator
Company: Eurocom
An exciting original game set in the Predator universe that allows players to freely navigate, explore and interact with the environment. I led the animation team to produce both cinematics and gameplay with futuristic and cyberpunk type visuals.
Project: Sphinx: The Cursed Mummy
Role: Lead Animator
Company: Eurocom
Asked to assist part way through development to develop in-game character animations with a stylised look and feel.
Project: James Bond 007: Nightfire
Role: Lead Animator
Company: Eurocom
Working in close collaboration with EA to produce a completely original Bond story based on Pierce Brosnan’s portrayal of the character, I was responsible for in-game animation, including characters and weapons.
Project: NBA Hoopz
Role: Senior Animator
Company: Eurocom
A porting of the successful arcade game to home console; I was tasked with producing in-game animations and assisting in art and graphical assets.