GAMES
GALACTIC REIGN 
Galactic Reign is a turn based space battle strategy game published by Microsoft and developed by Slant Six Games in Vancouver. I was brought on to be the Cinematic Director and Lead Designer for the work done at Slant Six from Jan 2012 to Jan 2013. The game was a huge challenge to produce and one which I am very proud of. We cannot disclose too many details as it has yet to be released but as soon as I can I will upload some additional information. Very excited for this game!
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SLEEPING DOGS 
Sleeping Dogs is a GTA style living world game set in Hong Kong. Once finished with Modnation Racers the UFG studio approached me regarding the role of Director of Photography. The story was very interesting to me and I had wanted to work on a character driven game for a while. As Director of Photography I was responsible for all in game cinematics regarding mood, flow and photography. To communicate these aspects to my team I worked closely with Art Director Josh Lee in creating style sheets for the lighting crew as well as edits for our animators. Along with these duties I was also flown to LA at least once a month to co-direct mocap, voice over and virtual cameras for newly scripted scenes.
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MODNATION RACER 
Modnation Racer is a cart racing game created by the very talented Vancouver based studio “United Front Games”. We set out to create a fully customizable arena where the player could make changes to anything from their rider to the terrain. I was brought on board to handle all in game cinematics and along with another animator we spent months on the various cut-scenes. In the end delivered a full list of humorous and light boss introductions. It was a very fun project to work on and one which introduced me to the camera nuances of 3DS Max.
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NEED FOR SPEED UNDERCOVER 
NFS Undercover was a very exciting project to work on because unlike Pro Street we were using heavy mocap’d scenes involving cops and drivers. Some of the hits involved during cop takedowns were very intense and the camera work involved became very kinetic. Rule of thumb was to film everything like an episode of cops, reacting to action instead of anticipating. This created a nice pace of unexpected action to the cut-scenes.
A highlight during the production was creating a new camera shake system with the help of lead programmer Nenad Jankovic. We went out and captured real footage while jogging, walking, panning and running. That footage was then tracked in 3D space with the Z translation removed and added as a layer on top of our existing in-game animation. This created a very real world feel to the camera motion which added the style and energy we were looking for.
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NEED FOR SPEED PRO STREET 
Coming soon…
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SKATE
Skate was a unique project and once which I was very interested to work on, having been a skater in my teenage years. Because skateboarding has a very distinct style of filmmaking associated with it, we wanted to stay true to the world and shoot our cinematics in a way that only skaters would shoot them. Wide angle lenses, fast traveling shots and realistic motion really helped us sell the world of ‘Skate’. While creating these cut-scenes I maintained the mindset that I was a skater in this world, shooting my friends trick around a park or city. With such an authentic game, maintaining this perspective built a nice style around all of our work and allowed us to flow in and out of gameplay seamlessly.
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NBA HOMECOURT 
Coming soon…
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NEED FOR SPEED CARBON 
Coming soon…
