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RIGS: Mechanized Combat League [ PSVR ]
[ 00:07 - 00:50 ]
Full sequence previsualisation, Camera animation, Character and Mech animation, Sequence assembly, Engine integration, Sequence Team Management (multi-disciplinary)
As the Lead Animator on this project, my responsibilities included managing the animation team, engine integration and state machine setup, planning and directing motion capture shoots as well as hand-keyed animation, prototyping and previs.
Full sequence previsualisation, Camera animation, Character and Mech animation, Sequence assembly, Engine integration, Sequence Team Management (multi-disciplinary)
As the Lead Animator on this project, my responsibilities included managing the animation team, engine integration and state machine setup, planning and directing motion capture shoots as well as hand-keyed animation, prototyping and previs.

Killzone Swordfight
[ Personal Project ]
[ 00:50 - 01:00 ]
This hand-keyed previs was done during some lunchbreaks whilst deep in development on Killzone: Mercenary.
The idea was to animate a sequence using a single reference image as inspiration (see image on bottom right of picture). The only constraint was to animate without using any other references.
There is a lot of areas for improvement and it is now looking dated, so I will be working on a new fight scene using this scene as inspiration.
This hand-keyed previs was done during some lunchbreaks whilst deep in development on Killzone: Mercenary.
The idea was to animate a sequence using a single reference image as inspiration (see image on bottom right of picture). The only constraint was to animate without using any other references.
There is a lot of areas for improvement and it is now looking dated, so I will be working on a new fight scene using this scene as inspiration.

Killzone: Mercenary
01:00 - 01:17
Killzone: Mercenary - Cinematics.
Sequence previs, camera, character, vehicle and prop animations, sequence assembly and engine integration.
As Lead Animator on Killzone Mercenary, my responsibilities included team management and planning, previs and cinematics, first person weapon, interrogation and close combat animations, engine integration and state machines and motion capture planning and direction.
Killzone: Mercenary - Cinematics.
Sequence previs, camera, character, vehicle and prop animations, sequence assembly and engine integration.
As Lead Animator on Killzone Mercenary, my responsibilities included team management and planning, previs and cinematics, first person weapon, interrogation and close combat animations, engine integration and state machines and motion capture planning and direction.

Dragon Run [ Personal Project ]
[ 01:17 - 01:26 ]
Quadruped practice. I aimed to depict a creature with a strong sense of size and weight, emphasizing its impact on the ground to convey that heaviness. To enhance this effect, I used simple particle systems to simulate rock debris on the foot plants.
This sequence is a work in progress and will be updated over the coming weeks.
Quadruped practice. I aimed to depict a creature with a strong sense of size and weight, emphasizing its impact on the ground to convey that heaviness. To enhance this effect, I used simple particle systems to simulate rock debris on the foot plants.
This sequence is a work in progress and will be updated over the coming weeks.

RIGS [ in-game ]
[ 29:10 - 50:00 ]
Some in-game shots from RIGS showing motion capture (that's me in the teal jumpsuit!) and first person animation.
Motion capture planning and direction, scene staging and engine integration.
Some in-game shots from RIGS showing motion capture (that's me in the teal jumpsuit!) and first person animation.
Motion capture planning and direction, scene staging and engine integration.

Atlas VR [ Previs ]
[ 02:00 - 2:02 ]
This previs is for the menu system of a VR education project. All elements done by me.
This previs is for the menu system of a VR education project. All elements done by me.

Össur [ Pro-Flex Terra ]
[02:02 - 02:04 ]
This animation was for created for the launch of a new prosthetic from Össur, the Pro-Flex Terra.
My work included planning, ideation, previs, animation and rendering as well as client management and audio sourcing and direction.
https://www.ossur.com/en-us/prosthetics/feet/pro-flex-terra
This animation was for created for the launch of a new prosthetic from Össur, the Pro-Flex Terra.
My work included planning, ideation, previs, animation and rendering as well as client management and audio sourcing and direction.
https://www.ossur.com/en-us/prosthetics/feet/pro-flex-terra

Older Games
[ 02:04 - 02:08 ]
I've included some quick shots of older games I have worked on over the years, partly to represent my journey, partly nostalgic.
I've included some quick shots of older games I have worked on over the years, partly to represent my journey, partly nostalgic.
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