G.I. Joe: The Rise of Cobra- Sr. Cinematic Animator - Shiny Ent. (2009)

For G.I. JOE, I again lead a small team in creating all the cutscenes for the game, which again coincided with a theatrical release. Movie-games always come with an increased level of difficulty since canon usually has to sync-up between the two. This typically means that all creative changes have to run through the movie studio, often returning with  notes. G.I. Joe also had the added dimension of Hasbro, which had rights to the toy line. This resulted in some very specific changes to how we handled the destruction of the JOE mobile command center in-game since they didn't want to negatively impact the sales of the real-life toy counterpart. 

From a development standpoint, we learned a lot from the previous title, The Golden Compass. Cutscenes were better supported through tech and animation and the cinematic moments almost all had custom animations created for every character involved, as well as other improvements, like depth of field and eye tracking. There was also a major improvement to the lighting and rendering. Overall, this lead to a much more polished looking game. 

Justice League Pitch - Sr. Cinematic Animator - Shiny Entertainment (2008)

While we were between projects at Shiny, I helped put together a small pitch for Justice League that would eventually become Green Lantern: Rise of the Manhunters. The game that originally went into development included all of the Justice League characters, but was scoped to The Green Lantern to coincide with the release of the movie. 

While a short motion graphics piece, I felt it was an interesting foreshadowing of the Justice League project Machinima picked up years later.