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As a music producer, sound designer, musical and dramatic performer both on stage and behind the microphone, combined with a love for film, a natural instinct for visual/dramatic timing, and a lifetime love for all genre video games since Pong, I've found the perfect culmination of imagination and technical aptitude in the relatively new field of "Cinematic Design" for games.
 

After spending over 3 years with online teams developing award-winning cinematic mods and machinima for BioWare's Dragon Age community, I'd like to bring my work into the professional domain.
 

 

To design quality cut scenes and machinima, a multidisciplinary approach is essential.

Some of the knowledge and skills I’ve acquired designing cut scenes include:

* Sound  implementation within the game engine (FMOD).

 

* Camera flow, composition and continuity.

 

* Real time and pre-rendered video editing, timing and continuity

 

* Creative utilization of dramatic lighting.

 

* Innovative VFX application.

 

* Facial Rigging for imported models (Gmax)

 

* Recruiting, leading and working with in various development

  teams from around the world.

 

* Personal voice acting for various characters

 

 

* Mastery of the Dragon Age Toolset cutscene editor.

 

* Creative manipulation of existing animations using the

  curve editor

 

* Use of various cutscene implementation strategies for

  gameplay.

 

* Hand drawn storyboarding.

 

* Close work with level, texture, modeling artists and script

  (code) writers from around the world.

 

* Auditioning and working directly with dialogue writers

  and voice artists.

 

* Utilizing professional sound tools for music and sound

  design (Cubase)

 

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