Stockport, England, United Kingdom
I have over a decade of industry experience as an animator shipping 4 AAA titles, 2 of which as lead animator. As lead / principal I have been responsible for: Providing estimates for production planning Coordinating, delegating and tracking the teams work to ensure deadlines are met Reviewing, feeding back and signing off on all work Reacting to feedback from the Art Director, Game Director and wider team Identification, evaluation and integration of relevant 3rd party hardware and software into the development pipeline Development from scratch of a smooth mocap pipeline from capture to final asset game integration Identification and resolution of development bottlenecks Working together with character artists and riggers to help them create animation friendly rigs Working with scriptwriters, designing tools for them to write for Maya to allow the animation team to work quicker and more efficiently Working with programmers so that they can expose useful information from the game engine for us to use in the animation system. As senior I have been responsible for: Using Maya to produce animation that demonstrates good understanding of animation principles and mechanics of motion Using state machine software such as Nexus (Sony in house software) and Morpheme (3rd party software from Natural Motion) to build robust character animation logic systems from the ground up, with a goal of achieving responsive gameplay balanced with realistic and natural motion Working on character, vehicle and environmental animation Editing, cleaning and enhancing mocap data and integrating into game
Worked as Lead Animator at Evolution Studios. I was taken on as a junior animator working on Motorstorm Apocalypse animating collapsing buildings, crashing planes, falling bridges, landslides and many kinds of other carnage. I have since worked on Driveclub as a mid level animator and Driveclub DLC as lead.
Worked for various clients as a freelancer including BBC, Begbies Traynor and Schmidt Media.