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Sunshine Days: Town Builder Animated Chest Opening
Animated sequence for the chest opening rewards segment, created in After Effects. The pre-vis was used to inform how shaders would be used for the background and required a good deal of collaboration with the tech art team.
Sunshine Days: Town Builder Animated Note Sending
Animated sequence for the social note sending feature. The animation would be used in game as feedback to the player that they've sent something to another player once the note sending flow in the UI was complete.
Sunshine Days: Town Builder Harvesting Animation
An animation for the harvesting widget to demonstrate how it would behave, allowing the player to take the tool from inside the circle and drag it across the harvesting area. The propmts are intended to reinforce the message to the player about how to interact with the widget.
Star Wars Hunters Animation Pre-vis
For Star Wars Hunters I contributed animation pre-vis for the pulsing animation on the abilities buttons, state change and count up animation on the timer and the numeric score display for various achievements during the match, eg. Critical Elimination, Quick Draw etc. Pre-vis animation was executed in Adobe After Effects.
Doodle Jump Space Chase Unity Animation
For Doodle Jump Space Chase I created a variety of in-game animations in Unity. These include the cross hair state change during gameplay, the powered up shot animation that displays under the finger of the player and finally an animated level up sequence and reward celebration which involved using particle emitters and the Timeline feature.
Attract Videos
30 second animated attract videos for Caribbean Quest, Treasures of the Pyramids and Mermaid of the Nile. Created in After Effects. In-game animations for Caribbean Quest were created from scratch and rendered from After Effects.
Headcast 3DS MAX Animation
Completed animation of the Stephen Fry model to give a speech at the Douglas Adams' Virtual 60th Birhday at the London Hammersmith Apollo. I was responsible for creating the model, texture art and facial rigging using morph targets. The model was also used by Stephen Fry as a social media broadcasting tool, using audio driven movement and a series of bespoke animations. Animations were created in 3DS MAX.
Ninja Ranch Animal Sprite Animation
For Ninja Ranch, an early iOS puzzle game, I created a series of animations for all the animal sprites which can be placed on the puzzle board, the intention being that they would be triggered at random times giving the appearance that the animals are alive and looking around their environment. Here I've collated them in a continuing loop. Animations were created using something like a split pin technique in 3DS MAX and then rendered out as a sequence of frames.
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