Monday, 13 February 2017

Monday, 2 November 2015

Welcome to the Service Industry

An old colleague and friend Ryan Hawkins recently asked me to contribute to his awesome game dev magazine Vertex. You can grab the latest issue here, its full of great articles and art work from some of the best guys in the industry! Below is my rambling post about life as a Technical Animator.

Wednesday, 11 June 2014

The Division, E3 2014

I've been busy away working on this for almost a year now over at Massive in Malmo, Sweden.

Friday, 14 February 2014

Snowdrop Engine

Some of the tech behind the project I am currently working on. The engine is Amazing to work in.

Tuesday, 16 April 2013

Tank fun

I recently worked on a tank rig and animation for our upcoming F2P game Warface. Inspiration taken from Felix Joleanes tank rig

And here is the final trailer...

Friday, 15 February 2013

Sharp Dressed Man

So, it's been a while...

I've been busy working on Crysis 3 trailers for the past 5 months (TV Spot and 7 Wonders), with a bunch of very talented folks.

Most of my work has been pushing the CryEngine almost to breaking point to get the highest quality Nanosuit possible into our trailers. I will follow up this post in a week or so, with a tech breakdown of the rig I created, along with a tutorial on getting a muscle system working in CryEngine. 

You can see the TV spot here:

and check out the game when its released next week!

Monday, 16 July 2012

Grunt Machine (cryEngine)

Over the past couple of weeks, in my very limited free time I have been creating a little Python script for Maya to quickly get characters into cryEngine. Currently the tool creates a skeletal template that can be fitted to any biped character by either translating, rotating, or scaling. The skeletal template is then used to define where joints are placed. The tool then creates a physics template to be modified to the characters body. This is then used to create the actual physics geo along with the characters ragdoll setup.

Maya mesh to game ready in 20 mins. Next up I will automate the rigging process. I would like to try and create a rigging tool that allows for multiple different solutions for various parts (e.g spine could have options for fk/ribbon/awesome setups)

Model lovingly pinched from