Originally from Scotland, I’ve been animating a variety of character & story-heavy videogames since 2000, before which I spent my formative years animating sprites and gaining a Bachelor’s Degree in Design & Animation.
I moved to Alberta, Canada in 2004 to work at BioWare, assuming the role of Lead Animator on Mass Effect and later moved to Montreal to lead the animation team on Deus Ex: Human Revolution, however in 2008 was called back to BioWare to start the Montreal studio, creating Mass Effect 2 cutscenes. I am now at Ubisoft Montreal, having directed the animation for my biggest project to date, Assassin’s Creed III.
Since 2005 I’ve been keeping this blog to share my thoughts on videogame animation, the game industry and my life in general.
Resume
Find my complete resume on LinkedIn
Contact
Feel free to contact me via this contact form, though if you are an advertiser please refer to the legal page first.
Demo Reel
See here for a shot breakdown of my latest reel.
Ludography
Title : Assassin’s Creed III
Role : Animation Director
Studio : Ubisoft Montreal
Timeline : 2010-Present
Details : Brought onto the core team at the start of the project to raise the cinematic quality, I quickly assumed the role of directing all animation for Assassin’s Creed III with quite possibly the largest animation team ever assembled for a videogame project. |

Title : Mass Effect 2
Role : Lead Animator (Montreal)
Studio : BioWare Montreal
Timeline : 2008-2010
Details : Re-hired to start the new studio in Montreal, I was charged with leading a team to deliver cutscenes for Mass Effect 2 with direction from Edmonton. Beyond creation of several key scenes myself, I maintained lines of communication, streamlined workflows, and established a culture of excellence at work. |
Title : Deus Ex : Human Revolution
Role : Lead Animator (Pre-Production Only)
Studio : Eidos Montreal
Timeline : 2007-2008
Details : One of the initial hires into the new studio, I built a team and established working practices and standards, directed motion-capture, and helped design numerous animation systems for player and NPC movement, combat and dialogue. |
Title : Mass Effect
Role : Principal Lead Animator
Studio : BioWare Edmonton
Timeline : 2005-2007
Details : Joining during pre-production, I established workflows and visual direction for all ingame animation, directed and cleaned mocap, designed systems to handle player and NPC movement, as well as designing the visual direction for cameras and acting in conversations. |
Title : Jade Empire
Role : Cinematic Animator
Studio : BioWare Edmonton
Timeline : 2004-2005
Details : Brought on towards the end of the project, I created several key cinematic sequences, covering both keyframe and mocap acting as well as cinematography. |
Title : NARC
Role : Lead Animator
Studio : VIS Entertainment
Timeline : 2002-2004
Details : I created all player-character animations, as well as designing systems for navigation, climbing and both hand-to-hand and gun combat in this medium-sized sandbox game. |
Title : Tom and Jerry
Role : Animator
Studio : VIS Entertainment
Timeline : 2000-2002
Details : After several months in various roles on small projects, I produced the majority of character animations for this children’s fighting game, as well as the design and creation of several VFX and environmental effects. |