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I'm an animator working at Milestone Srl, in Milan, Italy as Lead and Technical Animator. I previously worked for 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 animation.
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.
Below
is a list of past projects I've worked on, starting with the latest.
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 superbike x - 2009/2010
Official
racing game for Superbike 2010 Championship, to be published by Black
Bean for PS3,
Xbox360, PC. I was the Lead Animator responsible for all
cut scene and in-game animations (Paddock Show, Box, Career Office, Podium and Starting Grid), from concept
to final product.
Milestone
Srl
Black Bean |
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 superstars v8: next challenge - 2009
Official
racing game for Superbike 2009 Championship, to be published by Black
Bean for PS3,
Xbox360, PC, PS2, PSP. I was the Lead Animator and helped create, implement and optimize 3d public animation into Milestone pipeline.
Milestone
Srl
Black Bean |
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 superbike 2009
- 2008/2009
Official
racing game for Superbike 2009 Championship, published by Black
Bean for PS3,
Xbox360, PC, PS2, PSP. I was the Lead Animator responsible for all
in-game and cut-scene
animations (Paddock Show, Box, Podium and Starting Grid), from concept
to final product.
Milestone
Srl
Black Bean
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 motogp 2008
- 2008
Official
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.
MotoGP 2008
Milestone Srl
Capcom |
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 superbike 2008
- 2008
Official
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.
Superbike
2008
Milestone Srl
Black Bean |
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 painkiller:
overdose - 2007
Pre-quel
to original Painkiller, acclaimed FPS from Dreamcatcher
Interactive. I
worked on new character animation.
Codename
Overdose
Mindware Studios |
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 misc projects -
2004 to 2006
Miscelaneous
projects as freelancer. Worked on different mod projects,
architecture visualizations and composited animated characters on real
footage for projection in a theater play.
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 singular tech demo
- 2003 to 2004
As
the ownership of Amok Entertainment shifted,
I left all magament tasks to focus on art production. The new company
was creating a new 3d engine for character based action or
adventure/RPG games. Tasks consisted on consulting for art
implementation and standards, character rigging, modeling and animation.
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 the jesuit gold -
2002 to 2004
Action-adventure
game based on 17th century
Jesuit Colonies in Brazil. The project was approved for government
grants only late in 2003. For the techdemo started on Amok I did
modeling and team management.
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 bovamatch - 2001 to
2002
Simple
but crazy deathmatch only FPS with
pinball-like elements. Few levels and characters and short development
cycle to showcase company potential. Reached only early prototyping.
Engine from Southlogic. Droped because of problems in the government
financing program. Tasks included modeling, texturing, animation, game
design, business plans, team and company management.
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 colonies - 1999
to 2001
A
fast paced FPS with simple strategy elements
from RTS focused on coop play. Reached only early prototyping. Engine
from Southlogic. Droped because it lacked funding. Tasks included
modeling, animation, game design, business plans, team and company
management.
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