2013 Demo Reel
Assassin’s Creed III
Nowadays I don’t do as much finished animation as pre-visualisation for new gameplay features and general visual direction. I did, however, reserve the ground movement cycles of all three player characters for myself, including the Assassin at the various stages of his life. This reel also showcases sequences from our original pitch movie done at the start of the project which are now in the public domain.
2011 Demo Reel
Mass Effect 2
An edit of shots from my cutscenes in Mass Effect 2. Find a complete shot breakdown here. Re-hired to start the new studio in Montreal, As the first employee 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.
2007 Demo Reel
Mass Effect, Jade Empire, NARC
A collection of ingame and cinematic animation from several games. Joining Mass Effect at 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.
2004 Demo Reel
NARC, Tom & Jerry: War of The Whiskers
Created in with the specific aim of landing a job in Canada. Features animation from my two games up to that point, Tom & Jerry – War of The Whiskers and NARC, plus a dialogue piece at the start.