I’m currently contracting with The Pulse in Sydney.
I’m currently contracting with The Pulse in Sydney.
Recently I completed a contract phase for Lost Haven RPG – expressions sculpting. Around 45 expressions created in all, and integrated into full characters. ” order_by=”sortorder” order_direction=”ASC” returns=”included” maximum_entity_count=”500″]
I’ve completed recently a Role as a Realtime artist for Red Cartel that they had available. This project involved heavy 3d work, and creating with Unity a pretty amazing realtime render / experience. A great project to work on, getting the most out of great new tech from Unity including it’s new Post Process stack […]
I took a week away while working at Vandal to run some motion capture for Red Cartel. A really good setup volume allowed for a very accurate capture for boxing training and shadow sparring. Here’s a frame from the final result. I’ll see if they can post the whole spot, it’s awesome. Production by Red […]
Last week I completed 4 months contract at Vandal (formerly Frame Set and Match). High end CG work, Animator, Technical Director, Rendering and Lighting Artist using 3dsMax and VRay. Very satisfying to finish a complex project with a very talented team, and while the works are under NDA – things turned out brilliantly.
I’m on a new contract as programmer (C#, Unity) focusing on the character control for an established Lacross sports title. [UPDATE] I’ve finished this one, and the wait is on for release…
Animator contract with an excellent USA based team Savatronix, creating a large-scale JRPG called Lost Haven. I’m animating, as well as indulging in the usual game dev practices of technical animation control setup, rigging, and other delightful things. [Update] – I’ve completed this work, and many RPG sub-systems for character control were covered. And they […]
I’ve done a character animation project with Red Cartel, for their VR motorsports / commercial production. Here I took the animation for characters and props from blocking stage to final production quality, using 3DS Max.
I’ve completed another 90 sequences for the long-running game project World Of Tennis. Examples of the sort of animation I produce are in a previous blog. This was performed in a studio space in Sydney earlier this year (where I have the optical capture rig set up), and brings the total for this project approaching […]
I’ve been a lighting / rendering artist in a past life. It’s all animation and code these days. But I had a quick job to do over the holidays .. Using Unity Game Engine to render out high quality frames for a video-based simulation ‘game’. Involves a bit of taming and code, but it sure […]
Over the holiday period I have completed a job rigging this character, according to some strict standard practice. This is for a tool being developed by a developer in the Unity community, and had to be exact in many ways because the software being developed is actually a procedural ‘people’ maker. I also pushed the […]
Shown at PAX 2016 in Melbourne, some updates based on the feedback we got there. Lovely Melburnians ! Yes, I’m doing the pixel-sprite monsters, the cutey anime vector based face, tracking the music old-school with a FastTrackerII clone, putting it all together in C#. My wife and cutey-dancer of all time provides the moves here. […]
Update: 8 months Character Animation role at Digital Doxy, Melbourne. Motion Builder, Maya, XSense motion capture, handkeying and motion editing for VR based gameplay and cinematics. Please request permissions for demos for this role, it’s all a bit saucy.
I’ve completed last week a motion capture session and motion editing, with Johan Earl from Scarlet Fire Films, his excellent stunt and mocap performer, and working in with their animator Rowan – A quick job taking less than a week for their Sci-Fi short film currently in post production. Everyone involved was a pleasure to […]
I’m on a new project working on cinematic animation for an upcoming Rift VR title, Greenlit on Steam and heading for a kickstarter. http://privateeyevr.com/
Well, most of the ‘holiday’ period (December, January) was spent getting together another 80 sequences of in game and out-of-game animation sequences for this long-running project. This here is the result of 1 session of 2 hours (planned, of course), a great sports athlete and performer (Brendan), and about 2 months of post production work […]
Another one under NDA. I’ve just completed a 5 week project at Red Cartel programming for a funky App in C#, Unity Platform. AR based, iOS and Android.
Just completed a project with Red Cartel in Sydney working in UE4, a game engine that I’ve worked with a lot over the years. This was a VR project (Oculus Rift) and involved a lot of character work and working with the excellent team there to put together a solid streaming-level, matinee controlled VR experience. […]
As well as my indie games work, I’m currently contracting on some high quality motion capture based work, for an upcoming title, (Edit: as well as programming animation code for the game). Here is a short demo showing some of the technical setup and programming for movement on court, utilising captured motion that’s gone under […]
A short prototype work for a client running some augmented reality demos. The task involved adding a bit of animation to a maya rigged character (which my client James supplied), bringing things into Unity and coding up some character behaviour and visual enhancements. This project is for an Augmented Reality App, built for Android.
.. are making their way into the gameplay. Watertight mechanics I’d say. Old school fighting animation. Many more sequences and moves in the pipeline. Some animations here are placeholder. Edit: I’ve updated this video to a more recent build than I previously posted – this is my blog, after all.
Tennis Edge Academy, is a sports training title from a series I have been developing. This one has been officially produced by a third party company Transmedia Entertainment where a work colleague of mine happened to be, who’s an excellent programmer (James). I created the character model and mocap animation here (performance based). And Transmedia […]
After rigging and set up in Unity engine, Here’s the high detail character playing one of the keyframe animations I’m creating for the game.
As an external project, I’ve been working on a 2.5D fighting game, contracted for modeling and animation. Here’s a shot of the first completed character, a karate fighter.
I’ve recently completed a series of animations with realistic motion using hand keyframing techniques, and here are some of my sign-off animations. This is for a production that shows in detail the categories of movement skills for a baby aged 6 months to a year.