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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.

 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
Superbike 2009 LoadingSuperbike 2009 Loading
 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
Superbike 2009 LoadingSuperbike 2009 Loading
 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
Superbike 2009 LoadingSuperbike 2009 Loading
 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
MotoGP 2008 ScreenshotMotoGP 2008 Screenshot
 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
Superbike ScreenshotSuperbike 2008 Screenshot
 
painkiller: overdose - 2007
Pre-quel to original Painkiller, acclaimed FPS from Dreamcatcher Interactive. I worked on new character animation.

Codename Overdose

Mindware Studios
Painkiller Overdose
 

armed assault - 2006 to 2007
A FPS "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).

Armed Assault

Bohemia Interactive Studio

 
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.

QT video, 1mb  
 
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.
 
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.
 
outgun - 2002 to 2003
Graphical version for ex-Amok partner Fabio Cecin Outgun multiplayer 2D top-view game. Allegro 2D engine used together with Cecin's multiplayer engine. Droped because it lacked funding and company shift. Tasks included skin creation, team management. The original game still exists today and the multiplayer engine is still under development by Cecin:

Outgun home-page (portuguese)
Outgun Sourceforge.net Project
Zige client-server multiplayer engine
 
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.
 
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.