Home  
GalleryToolsDocsContact 
 

Demo Reel
Games

Photography
Paintings
Resume

Published Games

Having worked in the games industry for about 10 years, I have been fortunate to work on a series of accliamed games. In chronological order, here are trailers of the games I have been involved with.

14. EyePet
PS3 (SCEE, 2009)

Announced during August's Leipzig Conference, my latest game uses the PlayStation Eye camera to allow a virtual pet to interact with people and objects in the real world.

Using augmented reality, the cat-like creature appears to be aware of it's environment and surroundings and reacts to them accordingly.

 

13. Eight Days
PS3 (SCEE, unreleased)

Eight Days was a coop based third person shooter that I spent two years working on. It was set to be released in the summer of 2009 but unfortunately Sony cancelled the game in 2008.

 

 

12. Splinter Cell: Double Agent
Xbox 360, PS3, PC (Ubisoft, 2006)

When I heard that Ubisoft Shanghai needed help with Splinter Cell: Double Agent, I jumped at the chance to reacquaint myself with Sam Fisher.

For this project, I was again responsible for the animation of the main character, Sam Fisher, whilst also developing new moves and mechanics.

 

11. King Kong
XBox 360, XBox, PS2, Game Cube, PC (Ubisoft, 2005)

Working alongside Ubisoft's Montpelier studio, we were responsible for creating an Xbox 360 version of Peter Jackson's King Kong. My role as Technical Director of Animation was to create high-res rigs of low-res characters.

Unfortunately the remote collaboration (Canada/France) became too difficult and eventually the game was taken back to Montpelier.

 

10. Far Cry: Instincts
Xbox (Ubisoft, 2005)

Although the original Far Cry game was developed at Crytek, Ubisoft was tasked with creating an independent Xbox version.

With a new story and engine, this project was fraught with difficulties but fortunately came together in the end.

My brief spell on this project saw me animate a portion of the in-game cut-scenes.

 

9. Splinter Cell: Chaos Theory
PS2, XBox, Game Cube, PC (Ubisoft, 2005)

Splinter Cell: Chaos Theory was the third title in the Ubisoft's Splinter Cell series but only the second to be made internally, following the original.

Working as the Technical Director of Animation, I was primarily responsible for hand animating the major moveset of Sam Fisher, the main character.

 

8. Jade Empire
Xbox (BioWare, 2005)

Jade Empire was a delight to work on. Gone were the constraints of Neverwinter Nights and in came the flexibility of a new combat system - not to mention a beautiful world.

I was responsible for creating and editing a series of fighting styles.

 

7. Neverwinter Nights: Hordes of the Underdark
PC (BioWare, 2003)

Moving from Neversoft to BioWare, Neverwinter Nights became the first RPG that I worked on.

Working with one other animator, I created a series of new animations for the 2003 expansion pack.

Unfortunately this foreign language trailer was the only one I could find.

 

6. Tony Hawk Underground
PS2, XBox, Game Cube (Neversoft, 2003)

Tony Hawk Underground was the fifth title in the series and the first to introduce a story mode. It was also the first time the skater was able to dismount his board and travel the world by foot.

As with other versions of this game, I was responsible for rigs, animations and in-game scripting.

 

5. Tony Hawk Pro Skater 4
PS2, XBox, Game Cube (Neversoft, 2002)

Tony Hawk Pro Skater 4 was a fantastic project to work. Developed in just 12 months, THPS4 was re-engineered from the ground up to run at an impressive 60 frames per second on the PS2.

From a design perspective, the introduction of the revert makes this, in my opinion, the best game of the series.

Working with a terrific external animator, I was responsible for the game's rigs and animation.

 

4. Tony Hawk Pro Skater 3
Xbox (Neversoft, 2002)

Moving from Manchester to Los Angeles to do so, the Tony Hawk series were the first AAA titles that I was involved with.

Whilst my contribution on THPS3 was limited, it was an honour to work on such an established title.

 

3. Loons: A Fight for Fame
Xbox (Infogrames, 2002)

We was originally developed internally at Infogrames' Castlefield Studio but when the studio was closed, the team moved to Warthog to finish the game.

I was responsible for modelling and animating Bugs Bunny, amongst other characters.

 

2. Taz Express
GameCube (Infogrames, 2000)

Taz Express was the second game that I contributed to at Infogrames. A colleague and assisted Zed Two by working on the in-game cut-scenes.

 

1. Radikal Bikers
PlayStation (Infogrames, 1999)

Radikal Bikers was the first project that I worked on professionally. Whilst it may look a little dated, I was very grateful to Infogrames for giving me the opportunity to work in the games industry.

I worked on character models for the 1999 PlayStation version.