SPYDER (2020)

I assisted in the creation of the animation style guide and was ultimately responsible for all character and cutscene animation in the game.

Character studies and previsualisation renders were extremely important early on to define the look and feel of the main character, Agent 8, and how the player interacted with the world.

I needed to ensure animation systems were extremely responsive and flowed well between each other.

I was the only animator for most of the project but had a great opportunity to mentor a junior animator during development.

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

The animation systems involved on this project are among the most complicated I have ever helped create. However, working alongside the incredible programming team, we came up with some fantastic solutions.

If you’re interested in diving in to the fine details, a couple of our programmers wrote - a great document - about it!

Tangled Emotions


I crafted a set of emotional states for Agent 8 that were designed to flow smoothly to and from any other behaviour whilst simultaneously supporting additive animation sets like the gadgets that pop out of Agent 8’s hatches as well as the complex IK setup which needed to allow player traversal on and around any surface in the game and at any angle.

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Sackboy: A Big Adventure (2020)

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Crackdown 3 (2019)