
Lead Animator at Digital Extremes
Ontario, Canada

Lead Animator at Digital Extremes
Ontario, Canada
I am a freelance artist/animator operating under the name Verb Animation Studios North. I have 9 years experience in the games industry, specializing in high quality character animation, modeling, texturing and rigging. Past clients include Electronic Arts, Vivendi Universal, Creative Domain, Genuine Games, Midway Entertainment, Point of View and Quickplay Media.
Software Experience Includes:
Maya, Max, Softimage3D, XSI, Lightwave, AfterEffects and Photoshop
Primary - Keyframe Animation
Secondary - Modeling, Texturing, Rigging
(Privately Held; 51-200 employees; Computer Games industry)
April 2007 — Present (2 years 9 months)
Dark Sector PS3/XBox360
(Computer Games industry)
May 2004 — April 2007 (3 years )
Koei Canada - Fatal Inertia - PS3 - Created all character cuts for opening Cinematic
Koei Canada - Gabu*Gabu Planet - NintendoDS - Created all character animation and rigs for title. Supported modeling and texturing
Midway Entertainment - Blitz:The League - Xbox360 - Created over 20 high-res facial textures for the players, coaches and cheerleaders
Electronic Arts - NDA - Animation for Next Gen Console
Quickplay Media - NDA - Animation, Modeling, Texturing, Rigging
Genuine Games - 50Cent-Bulletproof - IGC's, Animation, Modeling, Texturing, Rigging
Vivendi Universal - 50Cent-Bulletproof - Marketing Artwork for PLAYBOY
Creative Domain - 50Cent-Bulletproof - Marketing Artwork - Display Standee, Retail Box Artwork
Midway Entertainment - NARC - Created Cinematics using proprietary tools
SnapMedia - Monster Federation - Rigged and Animated all
(Public Company; 51-200 employees; Animation industry)
February 2000 — May 2004 (4 years 4 months)
Dead to Rights PS2/XBOX/GC - Preproduction to Gold Master - Sold over 1 million units.
Dead to Rights II - Preproduction to Task List completion
Snake Plisskin - Preproduction only
-Creative direction, design and creation of animation
-Technical/creative problem solving involved with implementation and design
-Character hierarchies and Rigging
-Scheduling and task distribution
-Met all milestones and deadlines
-Supported character modeling as well as conceptual art
(Computer Games industry)
1997 — 2000 (3 years )
(Public Company; 51-200 employees; Animation industry)
July 1997 — November 1999 (2 years 5 months)
Xena Warrior Princess PS1 - Preproduction to Release
Xena Warrior Princess II PS2 - Preproduction
Computer Animation 1996 — 1997
Computer Animation - Post Graduate
Graduated with Honors
Technical Illustration 1993 — 1997