GAMES

Castlevania: Lords of Shadow 2Title : Castlevania: Lords of Shadow 2

Role : Cinematics Director
Studio : Mercury Steam
Publisher : Konami
Plataform : PS3 & XBox 360
Timeline : 2011-2014

Details : I am responsible for all the cinematic content in the game. Motion capture direction and supervision, lead cinematic animator, team management, tech support, production scheduling and work load distribution.

Castlevania: Lords of ShadowTitle : Castlevania: Lords of Shadow

Role : Cinematics Director
Studio : Mercury Steam
Publisher : Konami
Plataform : PS3 & XBox 360
Timeline : 2008-2010

Details : I was responsible for all the cinematic content in the game. Motion capture direction, lead cinematic animatior, team management, tech support, production scheduling and work load distribution.

Clive Barker´s JerichoTitle : Clive Barker´s Jericho

Role : Animator
Studio : Mercury Steam
Publisher : Codemasters
Plataform : PS3, XBox 360 & PC
Timeline : 2006-2007

Details : I created hand animated human and creature characters, several key cinematic sequences. I am also responsible for the Mercury Steam intro Logo.

Torrente 3Title : Torrente 3

Role : Animator
Studio : Virtual Toys
Publisher : Virgin Games
Plataform : PS3, XBox & PC
Timeline : 2005

Details : I was responsible for several cinematic sequences covering both keyframe and mocap acting as well as cinematography. Hand animated human characters.

GhosthunterTitle : Ghosthunter

Role : Animator / 3D Artist
Studio : SCEE Cambridge
Publisher : Sony Computer Entertainment Europe
Plataform : PS2
Timeline : 2003

Details : Brought on towards the end of the project, I hand animated human and creature characters. I also helped polishing environments, texturing and modelling.

PrimalTitle : Primal

Role : Animator / 3D Artist
Studio : SCEE Cambridge
Publisher : Sony Computer Entertainment Europe
Plataform : PS2
Timeline : 2000-2003

Details : Joined during pre-production as lead environment artist, I established the visual direction for all the different environments (creating an example of each).Team management. Modelling and texturing environments during the pre-production. Modelling characters and creating character setup and animation during the production.

Medievil 2Title : Medievil II

Role : 3D Artist
Studio : SCEE Cambridge
Publisher : Sony Computer Entertainment Europe
Plataform : PSX
Timeline : 1999

Details : Brought on towards the end of the project, I created one of the levels of the game (Kew Gardens). Modelling and texturing. BAFTA award winner 1999.

G-Police: Weapons of JusticeTitle : G-Police: Weapons of Justice

Role : 3D Artist
Studio : Psygnosis Ltd. Stroud.
Publisher : Psygnosis
Plataform : PSX
Timeline : 1999

Details : Brought on towards the end of the project. I created high resolution models and environments for marketing material. Render material for marketing (magazines and posters).

Nations: Fighter CommandTitle : Nations: Fighter Command

Role : 3D Artist
Studio : Psygnosis Ltd. Stroud.
Publisher : Psygnosis
Plataform : PC
Timeline : 1997 – 1998

Details : I was responsable for modelling and texturing planes for a WWII flight simulator. FMV video editing. Render material for marketing (magazines and posters).

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