aboutI'm a techinical animator/artist working at Milestone Srl, in Milan, Italy as Lead and Technical Animator. Previously I worked with two Czech companies: Bohemia Interactive Studio, maker of Armed Assault and Operation Flashpoint, and Mindware Studios, developer of Painkiller Overdose and Cold War. I've been involved in game development since 1999, when I co-founded Amok Entertainment with friends in Brazil. During the first years we used Southlogic's Aspen engine to build two prototypes until we tried a simpler road with a budget game using an in-house multiplayer engine together with Allegro. The company was "reseted" in early 2003 and renamed Singular Studios where I left the management to focus on asset production. Later in 2004 I departed from the company to finish my graduation in a very classical Fine Arts bachelor. The program was excellent to give me a strong artistic background. With no computers in class I experimented lots of different techniques, from etching to sculpting. Because of family influence, I've been computer savvy for a long time, so learning how to apply artistic knowledge using the computer as a tool was easy and straight forward. Prior to joining the Fine Arts programs I did two years of Computer Science in the same university where they teached assembler, operating systems, math, and all the logical roots of our information era, which deepened my technical background. This multidisciplinary background helped greatly to form the basis of my skills, enabling me to use both soft and hard knowledges on my professional and personal work. Below is a list of past projects I've worked on, starting with the latest. |
WRC 2010 - 2010Official racing game for the World Rally Championship. Published by Black Bean and Deep Silver for PS3, Xbox360, PC. Responsible for all character rigging, pipeline and animations for pilot/copilot, public, marshals, etc. Also responsible for outsourcing production of pilot and copilot assets for all categories. |
superbike x - 2009/2010Official racing game for Superbike 2010 Championship, published by Black Bean and Deep Silver for PS3, Xbox360, PC. Responsible for all character rigging, pipeline, cut scene and in-game animations (Paddock Show, Box, Career Office, Podium and Starting Grid), from concept to final product. |
superbike 2009 - 2008/2009Official racing game for Superbike 2009 Championship, published by Black Bean for PS3, Xbox360, PC, PS2, PSP. Responsible for all character rigging, pipeline, in-game and cut-scene animations (Paddock Show, Box, Podium and Starting Grid), from concept to final product. I also introduced motion capture to Milestone management and pipeline. |
motogp 2008 - 2008Official racing game for MotoGP 2008 Championship, published by Capcom for PS3, Xbox360, PC, PS2, PSP, Wii. I was Senior Bike Artist responsible for all bike development, supervising two different outsourcing companies, two external freelancers and two in-house artists. |
superbike 2008 - 2008Official racing game for Superbike 2008 Championship, published by Black Bean for PS3, Xbox360, PC, PS2, PSP, Wii. I've worked mostly on rider and mechanics animations and characters.
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painkiller: overdose - 2007Pre-quel to original Painkiller, acclaimed FPS from Dreamcatcher Interactive. I worked on new character animations. |
armed assault - 2006/2007FPS "war simulator" with single-player campaign and multiplayer maps in huge areas. Released in autumn 2006 in some countries in Europe. USA release in early 2007. I created and animated background characters (animals). |
older projects - 1999/2006From 1999 until 2006 I've worked on many different projects. Most were on the indie studios in Brazil until 2004. They consisted on a FPS/RTS mashup, an FPS with pinball-like elements, a top down 2d tank game and two adventure/RPGs. All of them reached different prototype stages, and the 2d tank game reached late beta. |
