I am a passionate game-play animator & animation director with over 20 years’ experience & an insatiable hunger to further develop the art of interactive
entertainment. My passion is creating meaningful player experiences that find new
ways of pushing interactive entertainment forward.  My career spans AAA Game-Dev, Mixed Reality, Film & TV. This has given me a well-rounded multi-disciplined skill set and a deep knowledge of systemic animation practices.

 

Specialties

Keyframe Animation
Creature Animation
Motion Capture | Motion Edit
State Machine creation
Gameplay System Design
Animation and Mocap Direction
Pre-Vis & layout
Facial Animation

 

Principal Animator

EPIC GAMES

Fortnite SEP 2023 - Present


Principal Animator

Bioware

Dragon Age Dreadwolf MAY 2022 - SEP 2023


Horizon Forbidden West                                                                JAN 2019 - NOV 2021

Principal Animator

Guerrilla games


Mixed Reality Projects                                                                  OCT 2017 - NOV 2018

Key roles & responsibilities

  • Key-frame animation

  • Creating and maintaining Mecanim networks in Unity

  • Animation system direction

  • Working tightly with programmers pushing animation tools & features forward

  • Helping set up animation department tools pipelines

  • Problem solving new challenges that interactive Mixed Reality development presents

  • Motion-capture shoot planning

  • Pre-vis animation for key moments

  • Rigging feedback

Animation Director

WETA WORKSHOP & Magic leap


Animation Director

Ubisoft Toronto

Watch Dogs Legion                                                               AUG 2016 - OCT 2017

Key roles & responsibilities

  • Created animation direction briefs for core gameplay features

  • Owner of core gameplay feature development. (Feature direction)

  • Core decision maker for animation tech improvements and advancements

  • Motion-capture shoot planning and direction for in-game content

  • Multiple playable character animation sets for various systems

  • Enemy AI animation direction

  • Cinematic character intro direction and animation

  • Core combat direction and animation

  • Mentoring animators – Providing daily animation feedback

  • Pre-vis animation for key gameplay features


Watch Dogs 2                                                                         NOV 2015 - AUG 2016

Key roles & responsibilities

  • Keyframe Creature animation

  • Animating interactive cinematics (IOP’S)

  • Assessing existing animation trees and improving systems

  • Mentoring animators on animating game-play various features

  • Implimentation of content into engine

Senior Gameplay Animator

Ubisoft Toronto


Quantum Break                                                                          SEP 2013 - JUL 2015

Key roles & responsibilities

  • Animation team leadership

  • Designing and building complex animation graphs in Morpheme

  • Responsible for all in-game animation quality and select cinematics

  • Direction (owner) and realization of key sequences

  • Mocap direction for in-game and interactive cinematics (over 40 shoots)

  • Animation for In-game systems (walking, cover set, contextual animation, AI)

  • Animation for custom cinematic interactive systems (body & facial)

  • Camera animation

  • NPC animation systems for gameplay and story

  • Outsource management, preparing packages, feedback loop, implementation

  • Created previs for key sequences

Lead Gameplay Animator

Remedy Entertainment


Whore Of The Orient                                                                 JUL 2012 - MAY 2013

Key roles & responsibilities

  • Animation for In-game systems (locomotion, cover, contextual animation, combat, AI)

  • Designing and maintaining animation networks in Morpheme

  • NPC animation systems

  • Mocap direction for gameplay systems

  • Cinematics animation

  • Camera animation

  • Previs for key sequences

Senior Gameplay Animator

Kennedy miller Mitchell


Neverwinter Nights, Darksiders 2                                                APR 2012 - JUL 2012

Key roles & responsibilities

  • Lead Animator on Neverwinter nights trailer

  • Lead team of animators. Provided feedback on all shots

  • Keyframe animation on creatures and bipeds

  • Camera layouts on a large portion of the trailer

  • Senior Animator on Darksiders 2 Trailer

  • Keyframe Creature (horse) and biped

  • Camera layouts

Senior > Lead Animator

Plastic wax


Figaro Pho                                                                                 NOV 2011 - APR 2012

Key roles & responsibilities

  • Keyframe animator on 5 epsidoes

  • 30 seconds of animation per week at high standard

 

  • Fear of space Aliens

  • Fear of space Mad Dogs

  • Fear of space Baths

  • Fear of space Disease

  • Fear of space Meteorites

Animator

Ambience entertainment


Happy Feet 2                                                                             JUL 2011 - NOV 2011

Key roles & responsibilities

  • Animation for hero characters as well as facial and body animation over mocap

  • Provided technical and creative support for the Animation team

  • Animation for supporting characters

  • Liaison with animation tech team and TD's about pipeline and tool issues

  • Ensuring animation teams work successfully made it through the pipeline

Technical Animator

DR D Studios


Saints Row 3                                                                              MAY 2011 - JUL 2011

Key roles & responsibilities

  • Motion editing and keyframe over mocap for cinematics

  • Camera animation & layout

Cinematic Animator

plastic wax


Red Tails                                                                                    APR 2011 - MAY 2011

Key roles & responsibilities

  • Keyframe realistic bipeds for integration with live action plates

  • Keyframe WW2 fighter planes

  • Camera animation & layout

Animator

Rising sun pictures


Teen High Zombie Squad                                                          MAY 2010 - OCT 2010

Key roles & responsibilities

  • IP creator and vision holder

  • Art Direction

  • Game design

  • Concept art and character design

  • Lead a team of artists, programmers & designers

  • Created 2 playable demos & a teaser trailer

  • Game design & pitch documents

  • Layout and compositing of teaser trailer

  • Pitching project development to various stake holders and producers

Creative Director &

Art Director

Krome studios


Star Wars The Force Unleashed                                                FEB 2005 - MAY 2010

Clone Wars: Republic Heroes

Key roles & responsibilities

  • Keyframe animation for main playable heros

  • Keyframe animation & game design for feature boss fight sequences

  • Storyboards for QuickTime events/ interactive cinematic sequences

  • Layouts and animation for interactive QuickTime events

  • Mentoring and training of Junior Animators

  • Implementation into the engine

  • Shipped various other games - Blade Kitten - Ty The Tasmanian Tiger

Senior Gameplay Animator

Krome studios


Various TV Series                                                                     NOV 2001 - JAN 2005

Key roles & responsibilities

2D Animation

  • The Proud Family (Disney)

  • Looney Tunes featurette "Hare and loathing in Las Vegas" (Warner Bros)

Compositor

  • Duck Dodgers (Warner Bros)

  • The Proud Family (Disney)

  • Powderfinger music video ‘Sunsets’ (Universal)

  • Looney Tunes featurette "Hare and loathing in Las Vegas" (Warner Bros)

Editor

  • Powderfinger music video ‘Sunsets’ (Universal)

  • The Eggs (Channel 9/BBC/VGI)

  • Mickey Mouse- Crazy Robot (Disney Mobile)

2D Animator

Editor

Compositor

Liquid animation