Shot Breakdown

Taking an extremely hands on approach as Cinematics Director/Lead Cinematics Animator,  I was responsible for the overall artistic vision and creative direction for all cinematic sequences/cinematic gameplay – from initial concept  (including  storyboard development, visual directions, camera work and lighting) through to implementation into game engine or final render.

For all shots I was:

Responsible for all cinematography, choreography and direction  •  Responsible for all camera work, including both motion capture and keyframe animation, from initial shot layout through to final composition  •  Responsible for all post effects and direction of rendering and lighting  •  Responsible for all body, facial, camera motion capture and voice over  •  Responsible for overseeing all body, facial and vehicle animation work  •  Responsible for editing promotional materials  •  Heavily involved with auditioning and talent casting.

BD1b

Project: James Bond 007 – GoldenEye Promotional clips featuring Ben Cooke (Daniel Craig stunt double).

Software: Autodesk Maya, Adobe AfterEffects

My roles:

Having last-minute further access to the acting talent, spontaneously planned and directed the body/facial motion capture shoot.

Operated the motion capture camera.

Responsible for all motion capture layout and artistic modifications (such as laying out and editing received mocap data, timings and shot composition).

Supervised body/facial animation cleanup.

Supervised lighting and rendering.

Responsible for post effects.

BD2b

Project: James Bond 007 – GoldenEye

Software: Autodesk Maya, Adobe AfterEffects, In-house Dev tool

My roles:

Developed a modern and dynamic cinematic style in keeping with current Bond movies.

Produced blockout and pre-visualisation of all cinematics and in-game sequences.

Planned and directed the body and facial shoots and operated the motion capture camera.

All motion capture layout and artistic modifications (such as laying out and editing received mocap data, timings and shot composition).

Responsible for motion capture cleanup and body animation.

All vehicle animation.

Responsible for direction of lighting and post effects.

Personally animated and supervised others’ body and facial animation.

Animated all cameras.

Ensured successful implementation into the game.

BD3b

Project: Protector (PS3 Sony exclusive)

Software: Autodesk 3d Studio Max, In-house Dev tool

My roles:

Developed a contemporary style for all cinematic sequences/cinematic gameplay to create an interactive, yet movie like experience.

Produced blockout and pre-visualisation of all cinematics and in-game sequences.

Planned and directed the facial and body shoots and operated the motion capture camera.

All motion capture layout and artistic modifications (such as laying out and editing received mocap data, timings and shot composition).

Responsible for overseeing body animation cleanup.

All facial animation.

Responsible for development of facial blends and animation system.

Animated all cameras.

Responsible for game lighting, post effects and successful implementation into game engine.

BD4b

Project: Vancouver Winter Olympics 2010

Software: Autodesk Maya, In-house Dev tool

My roles:

Developed the style of the cinematic sequences/cinematic gameplay to replicate the exhilarating look and feel of a televised major sporting event.

Produced blockout and pre-visualisation of all cinematics and in-game sequences.

Planned and directed the body and facial shoots and operated the motion capture camera.

All motion capture layout and artistic modifications (such as laying out and editing received mocap data, timings and shot composition).

All body and facial animation.

All motion capture cleanup.

Animated all cameras.

Responsible for successful implementation into game engine.

BD5b

Project: Disney’s G-Force

Software: Autodesk Maya, In-house Dev tool

My roles:

Developed a dramatic and exciting cinematic style to reflect Disney/Bruckheimer’s vision for G-Force the movie.

Produced blockout and pre-visualisation of all cinematics and in-game sequences.

Planned and directed the body and facial shoots and operated the motion capture camera.

All motion capture layout and artistic modifications (such as laying out and editing received mocap data, timings and shot composition).

All body and facial animation.

All motion capture cleanup.

Responsible for overseeing the render and lighting for FMV cinematics.

Responsible for overseeing the successful implementation into game engine and capturing of game assets for movie sequences.

BD6b

Project: James Bond 007 – Legends

Software: Autodesk Maya, In-house Dev tool, Adobe AfterEffects

My roles:

Developed a dynamic, fast-paced style for all cinematic sequences/cinematic gameplay in keeping with the latest Bond movie.

Produced blockout and pre-visualisation of all cinematics and in-game sequences.

Planned and directed the body motion capture shoots.

Planned and directed/supervised the facial shoots.

Operated the motion capture camera.

All motion capture layout and artistic changes (such as laying out and editing received mocap data, timings and shot composition).

Personally animated and supervised others’ body and facial animation.

Animated all cameras.

Produced and edited all cinematics using AfterEffects.

Responsible for overseeing and ensuring the successful implementation into game engine.

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