Shot breakdown

Shot Break Down

Heavily edited motion-capture data from my time on BioWare's, Jade Empire. Cleaned in Nuance and then edited together in 3DS Max using custom skeletons. This shot was originally three seperate moves.

 

Hand animation using 3DS Max and Character Studio. Created for the Xbox 360 version of Splinter Cell 4.

 

Heavily edited motion-capture data from my time on BioWare's, Jade Empire. Cleaned in Nuance and then edited together in 3DS Max using custom skeletons. This shot was originally three seperate moves.

 

Hand animation using 3DS Max and Character Studio. Created for the Xbox 360 version of Splinter Cell 4.

 

Heavily edited motion-capture data from my time on BioWare's, Jade Empire. Cleaned in Nuance and then edited together in 3DS Max using custom skeletons.

 

Heavily edited motion-capture data from my time on BioWare's, Jade Empire. Cleaned in Nuance and then edited together in 3DS Max using custom skeletons.

 

Everything except the animation was created by myself, including the fur render. Animation by Pete Day.

 

Hand animation created using 3DS Max and Character Studio. These animations were created during my time on Ubisoft's, Far Cry.

 

Hand animation of an in-game character for Far Cry. Created using 3DS Max and Character Studio.

Personal animation test using the CAT plug-in for 3DS Max. An earlier version of this animation won an animation competition on CAT's web site.

 

Hand animation of Sam Fisher's signature move. Created using 3DS Max and Character Studio, while working on Ubisoft's, Splinter Cell.

 

Hand animation test created in 3DS Max and Character Studio. Models were created by Rockstar Vancouver.

 

Hand animation of Sam Fisher. Created using 3DS Max and Character Studio, while working on Ubisoft's, Splinter Cell.

 

A combination of hand animation and motion capture created and edited entirely using 3DS Max and Character Studio. Created for the Xbox 360 version of Splinter Cell 4.

 

Hand animation for Tony Hawk Pro Skater created using 3DS Max and custom bones.

 

Heavily edited motion-capture data from my time on BioWare's, Jade Empire. Cleaned in Nuance and then edited together in 3DS Max using custom skeletons.

 

Hand animation created using 3DS Max and Character Studio. Rendered with the Illustrate plug-in. Modelled with splines and later converted to polygons.

 

Hand animation created using 3DS Max and Character Studio. Rendered with the Illustrate plug-in. Modelled with splines and later converted to polygons.