Motion Capture
This page showcases the projects I have been involved with in Motion Capture.
South of Midnight (2024-2025)
Post production: Body Tracking and Solving
Dragon Age: The Veilguard (2024)
Kraven The Hunter (2024)
Post production: Body Tracking
Post production: Body Tracking
Firmware (2021-2024)
Production: On-set Motion Capture
Post production: Body Tracking and Solving
Asgard’s Wrath 2 (2023)
Post production: Body Tracking
Mortal Kombat 1 (2023)
Post Production: Body Tracking
Resident Evil 4 (2022-2023)
Production: On-set Motion Capture
Post production: Body Tracking and Solving
Hogwarts Legacy (2022-2023)
Production: On-set Motion Capture
Post production: Body Tracking
Redemption Reapers (2022-2023)
Post production: Body Tracking
Company of Heroes 3 (2022-2023)
The Walking Dead: Saints and Sinners - Chapter 2: Retribution (2022-2023)
Production: On-set Motion Capture
Post production: Body Tracking
Post production: Body Tracking
New Tales From The Borderlands (2022)
Production: On-set Motion Capture
Post production: Body Tracking
Back for Blood (2021)
On set capture (Vicon) and Motion tracking
Arashi: Castles of Sin (2021)
On set capture and motion tracking (dog animation)
Sons of the Forest (2020)
On set capture (Vicon) and Motion tracking
OrpheusVR (2020)
On set capture using Optitrak (body) and Iphone Motion Live (Face).
Solving and animation using iClone.
Virtual Production (2020)
Motion Capture System setup and operation
Mortal Kombat 11 (2019)
Skater XL (2018-2019)
Worked on Capturing, Cleaning, Solving and Motion Editing.
Robot 2.0 (2018)
Confliction VR (2018)
VR Experiment produced in-house by The Sawmill.
Modeled 3D enviroment and created/modified particle effects in Unity. Post production of motion capture data and animation, Unity integration and final video editing.
Captured the sequences in-studio for the giant robot fight in the movie.
Cleaned, solved and retargetted data as well as motion editing.
Injustice 2 (2017)
Post-production work included body data cleaning, character solving and retargetting of final rigs for chapters 1, 7, 8 and 10 of the game's Story Mode.
Work also included realtime streaming into MotionBuilder and use of the Virtual Camera System (VCS).
Finger Capture Reel (2017)
Produced in-house by The Sawmill using a mix of optical and active mo-cap systems to capture finger movement.
Taken from capture to full completion, including rigging, minor scripting for piano animation, full mocap pipeline for finger and body movement and VRay lighting and rendering.
Warcraft (2016)
Post-production work included body data cleaning of several character sequences and crowd scenes as well as face-tracking.
Gears of War: Ultimate Edition (2015)
Production work included running slate and assisting the director and actors as needed.
Post-production included cleaning body data of several character interactions.
Just Cause 3 (2015)
Post-production included cleaning body data of several character interactions. Auxiliary work.