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| Jak X:Combat Racing |
During the production of this game, I was part of the internal ICE Team at Naughty Dog developing Playstation 3 tools and technologies, so my involvement with the daily to day production of the game was limited. My primary responsibility was as the ICE Team artist, which was still a secret, but I was able to assist with art production and pipeline decisions. |
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| official credits: special thanks |
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| Jak 3 |
During the production of this game, I was part of the internal ICE Team at Naughty Dog developing Playstation 3 tools and technologies, so my involvement with the daily to day production of the game was limited. My primary responsibility was as the ICE Team artist, which was still a secret, but I was able to assist with art production and pipeline decisions. |
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| official credits: special thanks |
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| Jak 2 |
I was hired near the end of the production of this game, to be part of the "skunkworks team" at Naughty Dog, called the ICE Team. So I didnt directly work on the game, and did my best to stay out of the way during the last couple months of its development. |
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| official credits: special thanks |
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| My Street |
Designed and setup all of the characters rigs and skinning, including the create-a-character module and an automated facial animation system. Acted as Animation Team Lead overseeing a small animation staff, and worked closely with the programming staff to streamline the character system. |
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| official credits: animation team lead |
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| Coolboarders 2001 |
Took over after the main animator left, and reworked all of the motion capture and created animations for anything that didnt exist. Created all of the sky textures and did most of the in-game lighting.. Modeled random objects and did most of the scripted camera animations. I also worked with 2 others to get the company up to speed using Maya. |
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| official credits: animations, sky textures, camera animations |
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