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Andy Turner : Digital Artist


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Videogame FMV Production.





Overlord



Sequence design: Animation (suiting up sequence, charge sequence, end shot main characters), edit.





This is the trailer and cutscenes for the Codemasters game “Overlord”. I worked mainly as an animator on this project.



Driver: Parallel Lines



Motion Capture Director, Sequence design, Animation, edit.





Driver: Parallel Lines was a huge project. 30 minutes of full CGI characters meant a huge week long motion capture shoot which I directed.

Once that was done the massive task of getting the scenes done was a team effort. My role was as lead animator and sequence director…



Motorstorm



Sequence design, Animation





Ark were asked to produce 15 movies for the GUI backrounds to the Evolution Studios game “Motorstorm”. Each one involved something that was supposed to be going on around the festival that was Motorstorm. I worked on them all as an animator and also did a fair bit of the lighting and rendering on a few of the shots.



Empire: Total War



Sequence design, Animation/Mocap maniuplation





This job involved using the game developers own motion captured game data and a lot of their in game character models were featured due to a short timescale. My job on this was to develop and animate the sequences that all had to link up from one time period to another.



Powerdrome



Sequence design, concept design, animation, lighting, rendering, sound design, edit





I worked as lead CGI artist on the Particle Systems/Argonaut remake of Powerdrome. The original game was the inpiration for the Wipeout games of the late 90s. My Main tasks were to put together a Trailer to sell the game to publishers (above) and help design and create the in-game assets including tracks, characters and animation. I also designed and produced both the trailer and in-game sound effects.



I War



Modelling, concept design, animation, lighting, rendering, sound design, edit





My first job was with the small games company Particle Systems. They were making a sci-fi space game called Dreadnaught and needed some CG movies for it. Little did I know that the entire 30 odd minutes of intros, outros and cutscenes were to be produced soley by a team that consisted of myself, fresh out of college, another Animator and a Modeller who was also required to build all the in-game assets. so, pretty much 3 artists. About 18 months later we’d finished and the result was called I-War (independence War in the US) and I was very proud of our achievement.



I War



Modelling, concept design, animation, lighting, rendering, sound design, edit





My first job was with the small games company Particle Systems. They were making a sci-fi space game called Dreadnaught and needed some CG movies for it. Little did I know that the entire 30 odd minutes of intros, outros and cutscenes were to be produced soley by a team that consisted of myself, fresh out of college, another Animator and a Modeller who was also required to build all the in-game assets. so, pretty much 3 artists. About 18 months later we’d finished and the result was called I-War (independence War in the US) and I was very proud of our achievement.



The Club



Motion Capture Director, Sequence Design, Animation, Edit





The Club is a game by Bizarre Creations which invloves lots of people shooting each other. I directed the Performance capture session, directed sequences and was responsible for animation.