Most of my work goes here, although there are certain things that have yet to see the light of day!
I was given the option to be in charge of 2019’s April Fool’s project, which considering last year’s blast I happily agreed to. Together with other creatives we came up with the concept of a fake announcement for a Payday Royale standalone title with additional fake amiibo-style figurines to go with. Apart from making sure the correct assets were being made and delivered I also did the filming, motion graphics and editing for the “announcement” trailer which went up on the standalone website we created: http://www.overkillsoftware.com/games/paydayroyale/
I had the great honor to take editing lead on a co-op project with the very talented animator Harry Partridge to bring to life an April fool’s video where the Payday world is set as a 90’s saturday-morning cartoon. Working tightly with Harry and one of our sound-designers I was given a lot of freedom on how the final presentation was going to look, and it was very well received both internally and externally.
The Reservoir Dogs heist was a very ambitious project that I was involved in, and both the process and end-result was a blast. I was mainly responsible for the final editing pass, but I was also part of the brainstorming and on site for the mo-cap recording to help provide directives. All and all, a great project.
Something that started off as a task I set for myself during my internship to try out different settings in Premiere Pro. It quickly gained popularity in the office and was eventually put on Overkill's Youtube channel to much acclaim. Fun stuff!
A trailer I put together for the official console release of Payday's 2 "The Most Wanted" DLC pack using pre-existing elements.
A developer update from Overkill Studios' producers Almir and Joakim that I recorded, mixed and edited for their Youtube channel.
The last big project I was involved in at Creative Assembly, the Thrones of Decay DLC was heavily based on a very famous lore event from the Old World of Warhammer, so bring able to bring the pages to life with our engine and tools was an incredibly fun and rewarding experience. I was tasked with a broad amount of shots, some to be done from the ground up like the gates of the city and Elspeth’s spell, while others needed a rework such as the reveal and moving shot of the dwarven thunderbarge (as well as a ton of minor tweaks and set dressing adjustments as the project moved towards completion).
As the game ages, so too does work we previously considered visually okay! So going back to some of the old lord selects for Total War: Warhammer was a chance not many artists get, to use the skills you’ve gained over the years to redo old work. This project was a bit of race against time, but worth every second of it. All of these were done from the ground up with mainly the animations being the only salvageable part (and touched up beautifully by our resident animators with some new ones to boot) to try and capture the spirit and feel of their originals while also being as high fidelity as possible. Mission success in that regard if you ask me, especially for the newly styled ones for Alarielle and Alith Anar.
I had the honour of being principle artist on the launch trailer for Total War: Pharaoh. Working closely with our colleagues at CA Sofia I saw this process through from the first draft of the script to the final handoff to our content team. Being a very different IP from Warhammer it was a fun challenge to balance the visuals between grounded and grandiose as we can’t quite rely on magical spells and beasts! I am incredibly proud of the end result and how everyone came together to help usher this trailer into existence.
I had the great pleasure to work on a handful of scenes for the Chaos Dwarfs in-engine trailer, mostly the factory and assembly scenes but a few of the action shots as well along with general support for the early stages of the project. A very fun project to be involved in, a lot of moving bits and pieces to bring to life to show off the industrious might of the Chaos Dwarfs!
I was the principle artist on the Immortal Empires launch trailer, overseeing the process from script, VO recording, mocap, the whole nine yards! It is by far the most ambitious and amazing project I’ve worked on and the resulting trailer was incredibly well received both internally and externally. Many months were spent prepping and seeing this bloom into the final product and I can safely say it was a very fun journey from start to finish. I’m immensely proud of this milestone and the Warhammer nerd in me is incredibly satisfied with all the different factions being able to have a moment in the spotlight!
An unusual challenge, this teaser had to be put together and ready to publish in only eight working days! I oversaw the production as principle artist, creating some of the shots whilst delegating and coordinating the rest amongst our artists and animators to get it done as smoothly and expediently as possible whilst still looking great. Hard to believe we pulled it off in hindsight, but also a very fun challenge to tackle.
The first projected I directed, and as such quite an adventure. Helming everything from scriptwriting to balancing the interests of stakeholders, shot compositions, time budget and an incredibly talented team of artists and animators. I am very pleased with the end result, but perhaps more so with everyone involved and the support offered by the very dedicated people of CA. The knowledge and experience from this project is truly priceless.
The internally named “Cathay vs Tzeentch “trailer was a proper benchmark for our WH3 production. Cathay was developed side by side with Games Workshop and Creative Assembly’s designers and therefore we had to take extra care to make sure everyone’s vision for this new faction came about just right, as well as not neglecting the Tzeentch side of things.
Our first in-engine trailer for WH3 was a doozy. It wasn’t only being somewhat hampered with everyone still finding their comfort zone with working from home during the pandemic; it also included an engine shift in the middle of production but we came together as a team and managed to deliver a really awesome looking spectacle.
After initial pre-production this project was handed over to me, the Warden and Paunch DLC trailer. Scene compositions, character placements, camera movement, lighting and post production was done by me, with added guidance from my team and leads. It was an immensely fun project, a great learning experience and I got to work closely with our extremely talented animators to make sure the shots lined up to everyone’s expectations. As an added bonus I am also the one doing the mo-cap for the characters!
My first motion project outside of various in-game assets. Beyond a timeframe and voiceover script I was given very free reigns on how to best introduce this particular Warhammer unit and how to capture the evil and comical insanity of the Skaven race and their Poisoned Wind Mortars. I created the scene and character compositions, camera movements, lighting, editing and final rendering.