FREELANCER                         AUSTIN, TX, USA                             MICROSOFT - 2001 - 2003          

  • Most of the bases in Freelancer were part of in-game cinematics.
  • Bridging many work groups within the Freelancer teams; I worked on the motion capture animation, 3d asset creation, final set lighting, cinematic animation with our proprietary editor and particle FX to create many levels within the game.
  • Due to the length of Freelancer's development, many of the assets had been created many years prior and required rebuilding and retexturing to bring them up to date; this was also true for the motion capture data that required reshooting.
       
   
  • There were many teams within the game: 3d artists, a cinematic team, Motion capture team, game designers and programmers.
       
     
       
     
       
   

 

       
     
       
     
       
     
       
     
       
     
       
       
       
     
       
     
       
     
       
   

FREELANCER                         AUSTIN, TX, USA                             MICROSOFT - 2001 - 2003          

  • One of the guys on the team modeled my head, so occasionally I showed up in the game on random characters.