Fruit Ninja 쓱싹 for Kakao (iOS & Android)

My Role: Game Designer at Halfbrick
February 2012 – June 2015 (3 years 5 months) Sydney, Australia

Game design and creative direction for a free-to-play Fruit Ninja sequel for the Korean 'Kakao' social network.


Storm Wings (Android)

Storm Wings (Android)

Storm Wings (Android)

Storm Wings (Android)

My Role: Product Manager at Halfbrick
July 2014 – June 2015
Sydney, Australia

Casual free-to-play shooter game for Asian Android marketplace. 4-Star average rating on Google Play. Soft-launched in selected countries only.

I was responsible for Market research, production management (SCRUM) and creative direction for a team of 6 in rapid-prototyping and geo-testing of a free-to-play mobile game for the Korean / Taiwanese marketplace.


Happy Feet 2

Happy Feet 2

Happy Feet 2

Happy Feet 2

My Role: Modelling, rigging, texturing and previs animation of characters and locations. Extensive sequences covering entire scenes throughout the film, including The Elephant Seal Blocks the Path, Mumble Taunts the Leopard Seal, Sven's Story and most scenes involving Will & Bill the Krill.


Mad Max: Fury Road

Mad Max: Fury Road

I was engaged as a one-man asset dynamo for Mad Max: Fury Road working round-the-clock modelling, rigging and texturing low-poly characters and vehicles, rapid production of real-time 3D assets (character and vehicle models, textures and rigs), and layout / previs animator for the Rock Riders Canyon sequence.


My Role: Story Unit / Previs Artist at Dr D Studios
May 2008 – February 2011
Sydney, Australia

I worked as part of the team with the Director's Unit to analyze and workshop the script & storyboards, then use Maya to "rapid prototype" cinematic sequences (eg: sculpting & scouting locations, creating & blocking characters with gestural animation and motion capture, establishing camera coverage & cutting patterns for each scene in context), rapid-iteration, high quality representative visuals to progress the director's vision, with a 24 to 48-hour turnaround! We animated 3D cameras within genre-specific cinematographic conventions, and represented digital actors' performance using a combination of keyframe and motion-edit.