Mortal Kombat Shaolin Monks
Midway Games 2005
This was a Midway action adventure game based on the classic fighting game. We wanted to create a scene that featured all the major characters in the game along with their specialty moves. Since we could not kill any of the main characters we added a few guards from Shang Tsung to showcase fatality moves. Additionally we created three pre-rendered scenes that were used as story scenes in the game.
Mortal Kombat Armageddon
Midway Games 2006
This opening cinematic featured a pre-rendered 60 character fight scene with almost every MK character ever created. It features an assortment of hand to hand combat, sorcerer’s magic, and sword fighting as well as several suprises. We had over 30 motion capture sessions to layer in all the stunts and fight choreography. Mortal Kombat fans are very loyal to their characters so great planning was put in so each character would fight in their unique style.
John Woo presents Stranglehold
Midway Games 2007
This is a sequel to the movie "Hardboiled" were Inspector Tequila takes on countless numbers of badguys. We created 36 scenes which were close to an hour of real-time cinematics. The original boards were created by John Woo's team and the production work was created in the Unreal 3 engine.
Star Wars: The Force Unleashed
Lucas Arts 2008
The story takes place between episodes lll and lV of the Star Wars series. You play Darth Vader’s secret apprentice and seek out to destroy the last of the remaining Jedi. We created 71 scenes which had a running time of about 56 minutes. The scenes were animated by the animation team at ILM and created in the Zeno engine used by Lucas Film. It won the Screen Writers Guild best video game story award as well as the Interactive Achievement Awards Outstanding Achievement in Adapted Story for 2009.
Unreal Championship 2: The Liandri Conflict
Epic Games 2005
This was a first/third person shooter that was part of the Unreal series of games. I was responsible for designing the cinematography and editing for eight different cinematics created in the Unreal engine at Epic.
The Suffering 2: Ties that Bind
Surreal Software 2005
This was a third person horror action game and a direct sequel to the Midway title “The Suffering”. Surreal Software asked me to pre-viz several cinematics for the game which were later created by their Cinema team in Seattle.
Inevitable Software 2005
This was a first person shooter that takes place at the famous military base. Inevitable software allowed me to previsualize a handful of in-game cinematics. The scenes were then created by their art team in Austin.
Mortal Kombat Deception
Midway Games 2004
The opening scene was a blast to work on. It featured a wide assortment of Kung Fu, magical walls of skulls, sorcerers stealing souls, and great monster entrances. What more can anyone ask for!
Psi-Ops: the Mindgate Conspiracy
Midway Games 2003
This was a third person action adventure game by Midway were you play as an agent with physic powers trying to destroy a counter military group. We created 50 cinematics which totaled about an hour in running time. The story had a true blend of different movie genres and a great opportunity to do some cool scenes.
Werewolf The Apocalypse: The heart of Gia
DreamForge Intertainment 2000
This was based on the popular WhiteWolf RPG. All 15 in-game cinematcs and an opening cinematic were completed, but the game was cancelled as the publisher ASC games went out of business as we were in production.
WarHammer 40,000: Rites of War
DreamForge Intertainment 1999
This was a collaboration between Games Workshop and SSI. It used the People's General game engine and featured 4 pre-rendered cinematics.
DreamForge Intertainment 1997
The very first and the very best team I ever worked with created the gem of a game that Sanitarium is.
I was lucky enough to direct and help create all 36 cinematics. We won an award for the best action/adventure game in 1997 and ranked as one of the scariest and best horror games of all time.
War Wind 2: Human Onslaught
Dreamforge Intertainment 1996
This RTS had 43 cinematics and was first game that I got the opportunity to create cinematics.
Invited Talks and Presentations
GDC 2012, San Francisco, CA- Speaker (Cinematic Game Design 4)
GDC China 2009, Shanghai, China - Invited Speaker (Cinematic Game Design 3)
GDC 2009, San Francisco, CA - Speaker (Cinematic Game Design 3)
FMX 2007, Stuttgart, Germany - Invited Speaker
College of Creative Studies, 2007 Detroit, MI - Invited Speaker
GDC 2007, San Francisco, CA - Speaker (Cinematic Game Design 2)
Montreal Game Summit 2006, Montreal Quebec - Invited Speaker
GDC 2006, San Jose, CA - Speaker (Cinematic Game Design)
Kingdoms of Amalur: Reckoning - This is what I am currently working on.
Linkedin info - Public Profile
Wikipedia - Wikipedia info
Moby Games - Developer Bio
Paranoid Productions - This is the game design site for Richard Rouse
who partnered a series of presentations with me for several Game Developers Conferences.
Kingdoms of Amalur: Reckoning
Big Huge Games/ 38 Studios/ EA Games 2012
We created 15 minutes of cinematics for this open-world RPG.
This is an interview that I did that features the process of making cinematics for Kingoms of Amalur: Reckoning.