top of page

​

|     Profile                                                                                                                                                                                      

I am a professional Technical Animator/ Artist and Animator with a 6 year history working in the games industry. I specialist in Rigging however my diverse skillset has had in placed in Lead roles across multiple projects in my career and am now working in creation of my own game projects as well in my spare time. I also have made extensive use of Unreal at my more recent companies to develop and prototype games for pitching and testing alongside working in a Producer capacity for some projects and small indie games in my spare time.

 

I have worked on multiple AAA projects including Elite Dangerous, Zoo Tycoon, Kinectimals, Rare Replay and the upcoming Sea of Thieves solving complex rigging problems, crowd simulations, facial animation systems and in house tool sets.

 

I’m passionate about my work, always motivated to rise to a challenge and a passionate gamer. I’m a strong leader from experience managing teams of artists and animators and valued by the production team and company for the creativity and commitment I bring to my work.

 

​

|     KEY SKILLS & PHILOSOPHIES                                                                                                                                   Experienced 3DS Max and Maya; working with Unreal, Unity and in house game engines.

  1. Experienced Adobe software artist; in particular using Photoshop, Premier Pro and After Effects.

  2. Intermediate coder with experience using Python, MaxScript and C#.

  3. Experience creating crowd systems, complex face rig solutions, character, environment and bespoke rigs.

  4. Understanding of tight deadlines and crunch from working on big projects with short production timelines, always willing to put in the required time to complete my work.

  5. I consider myself a creative thinker; artistically and technically with an understanding of games development.

  6. I have developed strong generalist skills to be able to understand and step into different roles as deadlines and production schedules and goals change.

  7. Further experience in Art, UI, Cutscene and Trailer production, Voice Over, Directing and Presenting.

​

​

|     SHIPPED TITLES                                                                                                                                                                 

  1. 2017 Virtual Sports Playtech Online

  2. 2017 Lost Paradise  Stigma Studios PC

  3. Q4 2016 Sea of Thieves Rare Xbox One, PC

  4. N/A 2016 Tiberium Secrets Secret Reality PC

  5. N/A The Silver Lining Phoenix Online Studios PC

  6. August 2015 Rare Replay Rare Xbox One

  7. March 2015 ScreamRide Frontier Developments Xbox One, Xbox 360

  8. December 2014 Elite Dangerous Frontier Developments Xbox One, PC

  9. November 2014 Tales from Deep Space Frontier Developments Amazon Fire, iOS, Android

  10. November 2013 Zoo Tycoon Frontier Developments Xbox One, Xbox 360

  11. May 2014 Kinectimals Unleashed Frontier Developments Windows Phone, Windows 8.1/10

  12. November 2013 Coaster Crazy Frontier Developments Wii U, iOS, Android

  13. December 2011 LostWinds iOS Frontier Developments Ios, Android

  14. November 2011 Kinect Disneyland Advs Frontier Developments Xbox 360

  15. October 2011 Kinectimals: Now with Bears Frontier Developments Xbox 360

​

|     EMPLOYMENT                                                                                                                    

WEEDI (PLAYTECH) May 2016 - Present

Character Technical Director (Multiple Studios)

  1. As Character TD I’m responsible for all character rigging and solutions across the various projects as well as tools for the team.

  2. Responsible for overseeing the migration from SoftImage to Maya and Unreal cross the studios.

  3. Designing and building prototypes for the game projects in unreal for testing and handling all unreal based animation.

  4. Acting as liaison between studios staff working on sports projects being implemented in Unreal.

 

STIGMA STUDIOS September 2016 - Present (Freelance)

Lead Technical Animator

  1. Responsible for all character animation in the game, touching up stock animation.

  2. Rigging all characters and props and implementing in Unreal

 

SECRET REALITY January 2015 - Present (Freelance)

Animation Consultant (Executive Producer)

  1. As the Principal Rigger I created rigging solutions for props, buildings and characters and animation solutions for them so that they could build and explode in game.

  2. As a Lead Animator I’ve overseen the various animators on the team and managed workloads, provided feedback and scheduled the workload to keep on track for project deadlines. Also have been part of the recruiting team helping to interview staff for the project.

  3. I’ve created custom toolsets that allow non animators to change fulfill animation roles in the project.

 

RARE March 2015 - June 2016

Technical Artist (Rigging/Binding Specialist)

  1. Working with the Principal Rigger, I have improved the rigging system for multipart and character creation to give more control over animation with less joints to reduce memory usage in game.

  2. Using my experience of 3DS Max I’ve re created tools exclusive to that software in Maya using Pymel to give more control and speed up the skinning and rigging process.

  3. Responsible for binding the majority of characters in the game and creating complex, yet simple to animate solutions for the various props and environmental objects in the game. Also working in dual tech art and art roles to help artists models and tools  for better rigging results.

  4. As part of a game jam week created an animated pitch for a project and development process video that lead to becoming a social media video consultant for the company's Youtube channel.

 

PHOENIX ONLINE October 2014 - May 2016 (Freelance)

Principal Technical Animator, Producer

  1. Working as part of a new team created to finish off the dormant episodic point and click series The Silver Lining I created bespoke rigging systems and UIs to bring environments to life.

  2. I went through old character assets from older episodes of the series and upgraded them to make them much more user friendly to animators and added new rigging solutions for secondary animation to bring characters to life in ways previously unavailable.

  3. Advised the team unfamiliar with old versions of Maya to help get people up to speed who were more used to newer more user friendly software, teaching basic fundamentals as necessary

 

FRONTIER DEVELOPMENTS March 2011 - January 2015

Principal Technical Animator (Previously Technical Animator, Graduate Rigger)

  1. As Principal Technical Animator for Screamride I successfully upgraded the crowd rigging and animation systems from earlier projects to work in new ways over a very short time frame.

  2. Took over management and feedback of outsourcing teams for various projects, improving the overall quality.

  3. Created a sharable rigging solution for animals on Zoo Tycoon and other unreleased projects with completely different features could have shared animation or allow for porting of animation to reduce animation workload.

  4. Took over and successfully created a new dynamic user interface for the animators that detected the rigs in the scene and re evaluated and resized itself to match the character or prop being animated.

  5. As part of a rushed project took realised over 400 character and environmental bespoke rigs for Kinect Disneyland Adventures, proving my skills to the company in both speed and quality.

  6. Took various lead and advisory positions on several projects and in house experiments that never came around to full release.

  7. Gained experience working with Motion Tracking, Virtual Reality, Hololens and Motion Capture systems.

 

 

|     EDUCATION                                                                                                                         

UNIVERSITY OF PORTSMOUTH October 2007 - June 2010

BA Animation

  1. Grade 2:1

  2. Traditional Animation course comprising of 2D Animation, 3D Animation, Video Production

  3. Created and lead a team creating an  interactive 3D video for Arthur Conan Doyle Museum.

  4. Final major animation was screen at MPC London for industry and University event

 

UNIVERSITY OF PORTSMOUTH September 2006 - May 2007

ABC Diploma in Art and Design

  1. Grade Merit

  2. Art course teaching specialising in master of fundamentals, my elective was Film and Photography.

  3. Directed a short film which was screen at University events over the year.

 

|     FURTHER SKILLS AND HOBBIES                                                                                            

  1. As a part of my animation studies I’ve gained experience in acting, choreography and presenting.

  2. Regularly take part in medieval reenactment, trained in combat with sword, spears, knives and bows.

  3. I’ve also studied TaeKwonDo and Tang Soo Do in open hand and Bo Staff combat.

  4. I created and maintain a youtube platform to put my writing skills to a more visual medium, creating video analysis of case studies and dissertations on Video Games, Film and World Cinema.

  5. Passionate fan of Tokusatsu (Japanese Sci Fi shows), Animation and Martial Arts.

  6. Avid Squash and Snooker player in my spare time.

  7. Currently developing my own game project which I’m aiming to release in 2019 for PC

bottom of page