Résumé

Rockstar Games

Vice President of Animation (January 2022 – present)

Director of Animation (January 2019 – December 2021)

Animation Director (June 2014 – December 2018)

Lead Animator (September 2009 – June 2014)

Edinburgh, UK

 

 

Sony Computer Entertainment Europe

Principal Animator (April 2006 – August 2009)

London, UK

 

EyePet and Eight Days

  • Built and directed teams of character artists and animators across multiple projects.
  • Developed new game play moves and mechanics from concept to completion.
  • Planed, directed and edited motion capture data.
  • Hand animated major game play moves.
  • Improved communications across teams and studios by establishing European art conferences to facilitate sharing.
  • Collaborated with Sony’s Advanced Technology Group and World Wide Studios to design and implement animation tools and pipelines through extensive animation R&D.

 

 

Ubisoft

Technical Director of Animation (April 2004 - March 2006)

Montréal/Shanghai

 

Splinter Cell, Far Cry, King Kong and additional concepts

  • Co-designed and prototyped new moves and mechanics.
  • Designed and built animation centric character rigs.
  • Hand animated major game play moves and cinematics.
  • Extensive animation R&D, working alongside independent research teams.
  • Developed extensive suite of Maxscripts to aid art creation and optimise performance.
  • Directed large team of Chinese artists.

 

 

Bioware Corporation

Senior Animator (August 2003 - April 2004)

Edmonton, Canada

 

Jade Empire and Neverwinter Nights

  • Hand animated human and creature characters.
  • Planned, directed and edited motion capture data for human characters.
  • Developed new animation tools and techniques.

 

 

Neversoft Entertainment

Animator (November 2001 - August 2003)

Los Angeles, US

 

Tony Hawk, Pro Skater series.

  • Responsible for all animated game characters.
  • Created rigs for all playable characters.
  • Worked alongside Gameplay programmers to script in-game animations.

 

 

Infogrames/Ocean Software

Artist (June 1999 - November 2001)

Manchester, UK

 

Loons, Taz Express and Radikal Bikers

  • Modeled, textured and animated characters.

 

 

Skills

  • Deliver AAA games of the highest standards
  • Setting benchmarks for animation quality
  • Design and implement complex gameplay mechanics
  • Develop technology to improve pipelines, production and gameplay experiences.
  • Good understanding of scripting/programming languages.
  • Build teams and develop communications
  • Passion for playing games

 

 

Credits

  • Red Dead Redemption 2 (PS4, Xbox One). 2018.
  • Grand Theft Auto V (PS3, Xbox 360). 2013.
  • L.A. Noire (PS3, Xbox 360). 2011.
  • EyePet (PS3). 2009.
  • Eight Days (PS3) Cancelled 2008.
  • Splinter Cell: Double Agent (Xbox 360, PS3, PC). 2006.
  • King Kong (XBox 360, XBox, PS2, Game Cube, PC). 2005.
  • Far Cry: Instincts (XBox). 2005.
  • Splinter Cell: Chaos Theory (PS2, XBox, Game Cube, PC). 2005.
  • Jade Empire (XBox). 2005.
  • Neverwinter Nights: Hordes of the Underdark (PC). 2003.
  • Tony Hawk Underground (PS2, XBox, Game Cube). 2003.
  • Tony Hawk's Pro Skater 4 (PS2, XBox, Game Cube). 2002.
  • Tony Hawk's Pro Skater 3 (XBox). 2002.
  • Loons: The Fight for Fame (XBox). 2002.
  • Taz Express (N64). 2000.
  • Radikal Bikers (PSX). 1999.

 

 

Education

BA (Hon's) Computer Visualisation and Animation.

NCCA, Bournemouth University, England. 1996 - 1999.



Contact me

+44 (0) 7903 888 569