Sackboy: A Big Adventure (2020)

I was responsible for development and implementation of Sackboy's animation systems, including core traversal, combat and previsualisation of experimental features that would need to be coded dynamically (such as how Sackboy prioritises looking at areas of interest, and how much head wobble to use).

I also worked on a few enemies and NPCs, and developed GPU driven shaders to animate simple enemies or world objects via material shaders.

Animations were authored in Maya and implemented in Unreal Engine 4.

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Tales of Kenzera: Zau (2024)

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SPYDER (2020)