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Insomniac
Games

Resistance: Fall of Man
Ratchet: Deadlocked
Ratchet and Clank: Up Your Arsenal

Animator / Animation Director

Ratchet and Clank: Going Commando
Ratchet and Clank

Animator / Animation Director / Writer

Spyro: Year of the Dragon
Spyro: Ripto's Rage

Animator / Animation Director / Character Designer

Spyro
Animator

I began my work at Insomniac Games by working on the crystal dragons for Spyro. Much of the animation for the game was done but there were 80 crystal dragons that needed to be animated, with full dialogue, in only 2 months. I ended up spending days on end staying at the office to ensure that all of the work was done on time. Spyro ended up being a very highly regarded project that spawned several sequels and remakes.

With Spyro finished, the team turned to Spyro: Ripto's Rage. I was the only animator on the project to begin with so I assumed the role of chracter designer as well. I designed all of the characters for this game, aside from Spyro. After working for a few months on a game that had a 12 month turnaround, we hired 2 additional animators and I became the Animation Director for Insomniac. Along with designing characters, directing and animating, I built, rigged and textured the characters.

We then continued with the next game, Spyro: Year of the Dragon. We hired 2 more animators since the scope of the project continued to expand. I assumed the same roles in this game, designing another 70 or so characters including several player characters like Sgt. Byrd, Shiela, Bentley and Agent 9.

 

As a company we decided to switch to a brand new game for the Playstation 2. This is where Ratchet and Clank comes in. We hired a new artist who became the character designer so, with a little bit of extra time I was tasked to work on the story. I wrote the story for the first game, along with another artist, based on ideas from a few different people in the company. Insomniac is a very collaborative environment. I continued in my role of Animation Director and directed not only the character animations for the game but over 60 minutes of cinematics, including doing all of the camera work. Ratchet, like Spyro before it, became an instant hit which spawned sequels and even a movie.

I continued in these roles for Ratchet and Clank: Going Commando.

We then hired another writer for Ratchet and Clank: Up Your Arsenal and Ratchet: Deadlocked because the cinematics had grown so large that it took a lot of more of my time. I was still directing the animation and doing camera set up.

As we moved to the next phase of development on the PS3, I continued as the Animation Director for Resitance: Fall of Man. We began inovating ways of doing video capture to enhance the animation process. About 6 months into the development of that game I left to move to Texas.

Resume: Insomniac Games
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