― NZ GAMES FESTIVAL | THE PAVS ―

Animation of opening titles & transition elements using assets created by NZGF graphic designer.
Reel edited together from game trailers as provided by awards finalists.
Highlights reel of NZGF 2021 events & workshops.
​Motion graphics from assets created by graphic designer.

― VISUAL DESIGN & LAYOUT―

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itch.io banner
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cover design (print & digital)
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promotional postcard (front)
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​promotional postcard (back)
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MASTERPIECE (1st ed.) – pg1

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MASTERPIECE (1st ed.) – pg2

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MASTERPIECE (1st ed.) – pg3

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MASTERPIECE (1st ed.) – pg4

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twitter banner
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1:1 social media previews
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reveal image
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cover designs
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cover designs (print & digital)

― CULT OF THE LAMB: THE RITUAL (MIGW​ 2023) ―

Bespoke animations created for The Ritual (highlights reel edtited from full-length 40min visual)

Game assets & access to repository provided by Massive Monster; storyboard & soundtrack provided for reference.
Preparation/deconstruction of existing artwork (eg. key/splash art, promotional illustrations) for animating in After Effects;
editing & repurposing of existing animated media (eg. official trailers, gameplay recordings) into storyboarded sequences.
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Event photography by Jeane Poole (Projection Mapping Technician for The Ritual)

― STRAY GODS: A ROLEPLAYING MUSICAL (2023) ―

Implementing of 2D character sprites into 3D environments using virtual cameras in UE4 Sequencer,
according to storyboard, dialogue & reference documentation, under the supervision of the Cinematics Lead. 
​Primary cinematic editor for 6-3: The Plan (Persephone & Apollo variations).

Persephone sequences edited first, then all camera & sprite tracks were copied over to Apollo sequences; 
Persephone sprites were replaced by Apollo & adjusted depending on dialogue, with camera tracks adjusted as necessary
(the cameras themselves remained the same across variants & were left untouched).
Primary cinematic editor for MM 5A-19: Aphrodite's Song (Intro).
CINEMATIC EDITOR Job Description
​Using storyboards as a reference, you will implement 2D assets in Unreal using the Sequencer tool to create cutscenes. You will also be working with the Art Team to track asset use and reuse, and with the Audio team to ensure audio plays in the right places.

Key Responsibilities
  • Use Unreal Engine’s cameras and Sequencer tool to implement 2D cutscene content including art and audio
  • Work with our Senior Engineer to improve our asset implementation pipeline
  • Collaborate with the Art and Audio teams to take cutscenes to a high level of quality
  • Communicate with Production about timelines, progress, and issues
CINEMATIC EDITOR Key Responsibilities
Cinematic Editors were responsible for implementation of character sprites (inc. angle, pose, expression),
​​camera animations/movements & cuts, and maintaining continuity of camera angles between parallel nodes.
Though all scenes had already been previsualised in full, Cinematic Editors were encouraged to exercise
a level of initiative & creativity when bringing a storyboarded sequence to life, particularly in terms of
iterating on initial cinematography & character animation to enhance a scene's independent impact,
as well as contribute to enhancing the game's visual design & narrative as a whole.

Primary editors did a first pass on sprites & cinematography across a scene (inc. hubs, branches & variations),
then showcased the rough edits to the rest of the Cinematics team for group critique & revised accordingly. 

A secondary editor later did a revision pass to correct any errors, tidy up transitions between sprite changes,
adjust/smooth out camera movements & finesse timing of action/cinematography to audio as required.
Lighting & special effects were implemented by the VFX Editor at a later stage.


Narrative sequences required attention to variations in dialogue across branches & companion character present;
Songs required attention to precise timing of sprite/camera transitions to music depending on the branch chosen.


All sequences had been extensively previsualised in Unreal Engine 4 by the Story Lead & Narrative team, 
with Blueprints, nodes/branches, dialogue/song audio & virtual cameras already placed & labeled for use.
Scenes had been blocked with default 3D models in place of sprites (replaced during editing by Cinematics),
with storyboard & reference materials providing directions on camera movement, expression, timing, etc.

― NZ GAMES FESTIVAL ―

Highlights reel of NZGF 2021 events & workshops. (2:12)
​Motion graphics from assets created by graphic designer.
Promotional trailer for NZ Games Fest 2019. (1:00)
Footage edited from 2018 event videography.
Dev Spotlight for NZGF 2021 Finalist 'Takaro'. (1:29)
​Game footage provided by developer.

― ASIAN EVENTS TRUST | LUNAR NEW YEAR FESTIVAL ―

Short films commissioned by the Asian Events Trust for the Lunar New Year Festival programme. (5:47)
Initial brief & graphic assets provided by Asian Events Trust; titles & captioning assistance from Kimberley Kan

― FILM/VIDEOGRAPHY & MOTION DESIGN ―

― NATIONAL LIBRARY OF NZ | HE TOHU ―

Motion design & editing of He Tohu branding, archive media & visitor feedback text provided by National Library.
Illustrations provided by National Library & scanned from the book Wāhine Toa: Omniscient Māori Women;
images deconstructed/prepared in Photoshop for rigging & mesh animation in After Effects. 

― ARTS & CULTURE SHOWCASE ―

 RECUT: Matariki ki Pōneke – Cultural Event Showcase (2:19)
Toi Whakaari - Costume Design Graduate Showcase (2:19)
World of Wearableart Exhibition @ Te Papa Tongarewa (1:28)
Taikoza Wellington – Drumming Performance (1:44)
Event highlights from the Wellington K-Culture Festival 2018 (3:16)