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)

Several Vancouver-based companies working together to bring virtual production technology and workflows to the Vancouver film industry. Primary Contributors: Animism Studios www.animism.studio Showmax Events https://showmaxevents.com/ The Sawmill http://thesawmill.ca/

Motion Capture System setup and operation


Mortal Kombat 11 (2019)

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Collection of clips from Mortal Kombat 11 that I had the chance to work on as a Motion Capture Lead/Specialist. Work includes body tracking, cleaning, solving, retargetting and motion editing/animation. Does not include facial animation or FX. ---- Clips shown belong to NetherRealm Studios and Warner Brothers.

Skater XL (2018-2019)

First Impressions and Gameplay video with Nightspeeds http://bit.ly/2SRlyi6 Steam http://www.skaterxl.com/YT IG http://www.instagram.com/skater.xl Created and refined in secrecy over the past four years by the creators of Skater, which reached #1 mobile sports game worldwide, Skater XL is the game skate fans have been waiting for.
The 0.2.0B update, available now for Skater XL, brings a new level of control and possibilities for player creativity including the addition of powerslide an...

Worked on Capturing, Cleaning, Solving and Motion Editing.


Robot 2.0 (2018)

Confliction VR (2018)

The Sawmill is proud to present our very first immersive venture, an experiment called "Confliction VR". The experience portrays emotions personified as characters interacting with their meditating host. Triggered by buttons on his back, the environment changes to reflect the emotional state. The viewer will experience performances based on Happiness, Anger and Fear.

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.

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A little showcase of scenes I got to work on for the movie 2.0 released in 2019. The scenes are from a fight between two giant robot characters in a stadium....

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)

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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). 

A collection of scenes I had the honor to work on for the game Injustice 2. 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).
This is a short compilation of some of the post work done alongside NetherRealm and Waterproof Studios on the Injustice 2 videogame. www.thesawmill.ca ------ Background: videezy.com Soundtrack: PARTS X (2017) http://www.mykramos.com

Finger Capture Reel (2017)

Finger capture is rarely attempted due to its extreme difficulty. By integrating active marker technology with passive optical capture, we have managed to obtain quality data for finger animation that has been refined in-studio using our new pipeline.

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)

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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)

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Remastering Motion Capture Trailer of Gears of War Ultimate Edition. The official Gears of War Ultimate Edition coming August 25, 2015 to Xbox One. ▬▬▬▬▬▬▼Find more details below▼▬▬▬▬▬▬ DETAILS FOR THE GAME: When The Coalition decided to remaster the cinematics for Gears of War: Ultimate Edition, they knew they would need to redo the motion capture for every scene.
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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.