Real-time characters
At Sharkmob, I worked on character and exosuit rigging, skinning, technical animation and supporting in-engine character workflows.
I am a 3D Animation and Technical Animation professional with 15+ years of experience across film, VFX, advertising and AAA game development. Experienced in analysing human movement, character actions, motion-capture performances and complex interactions between characters, objects and environments.
Strong background in animation quality control, production supervision, technical problem-solving and reviewing visual work against creative and technical requirements. Experienced in identifying subtle differences in movement, timing, posing, action sequences and end states, and communicating observations clearly to artists and production teams.
Trailers and project links for now. More direct showreel links can be added as needed.
At Sharkmob, I worked on character and exosuit rigging, skinning, technical animation and supporting in-engine character workflows.
As 3D Production Supervisor at Katanimate, I helped oversee production, support the team and keep the animated short moving through its production pipeline.
Supervised the proof-of-concept trailer for Katanimate’s preschool 3D animated series, planned for broadcast on SABC.
At Triggerfish, my work included character rigging, animation and 3D effects for feature animation.
As Lead 3D Artist/Rigger, I rigged characters to work with motion-capture data, used MotionBuilder for mocap-based animation, and supported keyframe animation and asset delivery quality checks.
Created short animated logo pieces, focusing on timing, movement and a clear visual finish.
Additional 3D, motion and technical work in one place.