Below are a selection of released games I've made and been part of over the years,
spanning across four different companies and multiple development teams.
spanning across four different companies and multiple development teams.
These games cross many different styles and genre's, from the family cartoon fun of Taz Wanted, to the gritty realism of Red Dead Redemption 2.
The games below also show a variety of different animation styles from hand animated walk cycles, incorporating squash and stretch to directing and editing motion capture.
The games below also show a variety of different animation styles from hand animated walk cycles, incorporating squash and stretch to directing and editing motion capture.
GTA Online - The Cayo Perico Heist
|
Rockstar Games (North) - 2020 |
GTA Online - The Diamond Casino & Resort
|
Rockstar Games (North) - 2019
|
Red Dead Online
|
Rockstar Games (North) - 2019
|
Red Dead Redemption 2
|
Rockstar Games (North) - 2016/2019
Currently a member of the hugely diverse in-game animation team at Rockstar North. This has been one of the most amazing experiences of my animation life so far, where I primarily work on Animal Locomotion, AI Cover Combat and AI Horseback Combat.
Red Dead Redemption 2 was amazing to work on and I wouldn't have missed the opportunity to work on it for anything. |
Halo Wars 2
|
The Creative Assembly - 2015
This was the last project I worked on at The Creative Assembly, where it was a real thrill to be working with characters from such an amazing universe.
I'd played Halo Games for years and now I had a chance to animate those characters, amazing!!! Although I didn't get to finish the project, it was a great experience and one that involved working with Microsoft and the 343 Industries team directly in Seattle. |
Alien Isolation
|
The Creative Assembly - 2010/2014
I moved to The Creative Assembly as Lead Animator on Alien Isolation and had direct input into game systems, mechanics and production.
This was a massive opportunity for me as I'd always loved the Alien franchise and especially Alien, Ridley Scott's amazing 1979 science fiction horror film. I had overall control and responsibility of the animation presentation within the game and ensured the day to day running of the team is as efficient as possible, by creating a work schedules for each milestone within the project, in conjunction with the Producers; The team although very small for such a massive game, absolutely nailed the atmosphere and presence of such a massive creature stalking around a derelict space station. |
APB
|
Realtime Worlds - 2006/2010
I moved to Realtime Worlds as a Senior Animator at the pre-development stage of the game where I was involved with the initial setup and creation of the animation systems and locomotion system. Rigged characters for both hand key and motion capture use. I was involved with setting up and maintaining the growth of our Unreal AnimTree as the game continued to progress. Managed motion capture shoots and looked after budgets and animation lists to make everything run smoothly both at the shoot and back at the Studio.
Progressed to Lead Animator after 2 years of being on the project where I looked after a team of 4 and helped to push the creative vision, scheduled works, kept to deadlines and continued to animate on a daily basis. Unfortunately APB had a troubled launch but was re-branded soon after and is still running today as APB Reloaded. |
Burger King - Pocket Bike Racer
|
Blitz Games - 2006
This was the last game I worked on for Blitz Games before moving onto Realtime Worlds to work on APB.
It was also really great to collaborate with Stainless Games who created the racing simulation for the game while I rigged and animated the characters and tried desperately to fit them onto their incredibly small pocket bikes. I have to say this was one of the more unusual games I'd ever worked on but it was still very enjoyable. |
Reservoir Dogs - The Game
|
Blitz Games - 2004/2005
Primarily a level modeller and texture artist on Reservoir Dogs but also did some test piece animations whilst on the project. I modelled, textured and lit two of the game worlds to a photo realistic standard whilst keeping to the style of the movie. This also included level editing with our in-house editor. I was also involved in a number of animation test pieces, where I used my motion builder and motion capture experience.
|
The Fairly Odd Parents - Shadow Showdown
|
Blitz Games - 2003/2004
This was the second in the series of The Fairly Odd Parents games accompanied the hit Nickelodeon cartoon. For this I modeled, textured and animated the lead character taking what we learnt from the first game and just made everything bigger, better and more adventurous.
|
The Fairly Odd Parents - Breaking Da Rules
|
Blitz Games - 2002/2003
This accompanied the hit Nickelodeon cartoon. For this I modelled, textured and animated the lead character, taking it into 3D for the first time. This entailed working with THQ and Nickelodeon to model and textures a multitude of costumes. This included cut scenes and in-game level animations, for which I was required to work extensively with programmers on developing 2D facial expressions and emotions.
|
Taz Wanted
|
Blitz Games - 2000/2002
I worked on this project from the game concept art, to building prototype versions of the worlds and props. In the development stage I textured, lit and mapped seven of the game’s worlds, working with both Infogrames and Warner Bros, to keep in style with the Looney Tunes brand. I also modelled two of the worlds and animated numerous objects. I even got to animate a few scenes with Sylvester the Cat in.
|
Chicken Run
|
Blitz Games - 1999/2000
This was the first game I ever worked on in the games industry for Blitz Games and although I didn't get to animate on this title, I was allowed to model the main character from the film and several ancillary characters. I also textured two of the game levels, all of which was produced to an agreed standard with Aardman Animation.
|
CONNECT WITH ME