For me, work was to begin on the PS3 version of Fight Night Round 3, however, it was decided that the Fight Night franchise would be given to EA Canada to devlop the PS3 version as well as any future versions. EA Chicago would now be concentrating on the fighting genre developing both the next entry in the Def Jam fighting series and the follow up to Marvel Nemisis: Rise of the Imperfects. Since Def Jam 3, as it was called at the time, was already done with preproduction and ready for production, many developers from the Fight Night team began work on what would become Def Jam: Icon. This game would be a completely next gen title and we would no longer be limited by the constraints of the older PS2 and XBOX consoles. I assumed the role of the cinematography engineer, responsible for the technology side of all the camera work in the game. This incuded camera work related to gameplay, cinematics, marketing tools, debugging tools. I also took on the development of the cinematics animation pipeline.
Responsibilities:
- Gameplay cameras
- Camera debug tools
- Cinematics animation pipeline
- Animimation tool development
Movies: