
ADVERTISING
I’ve made all kinds of ads for aLL KINDS of products. AT FWS, we focused on games.
FROM THE BIG CAMPAIGNS TO THE SMALL INDIE ASSETS - THE PROJECTS WERE FUN, AND THE CLIENTS WERE GREAT.
Here are a few of my favourites.
For more DETAILS on the above:
RAINBOW SIX SIEGE: LAUNCH TRAILER
(Writer, Editor, Director)
HITMAN: SEASON FINALE
(Writer, Editor, Director)
ASSASSINS’S CREED UNITY: CO-OP TRAILER
(Writer, Editor, Director)
ASSASSINS’S CREED Syndicate: The Twins TRAILER
(Writer, Editor, Director)
ASSASSIN’S CREED ODYSSEY: REVEAL
(Writer, Editor, Director)
EVE VALKYRIE: HTC VIVE LAUNCH
(Writer, Director)
The Order 1886: Join Up!
(CREATIVE DIRECTOR, PRODUCER)
Just Cause 3: Reveal
(Writer, Editor, Director)
LAST OF US: REMASTERED
(Writer, Editor, Director)
Watchdogs: Character Trailer
(Writer, Editor, Director)
ASSASSINS’S CREED UNITY: Story TRAILER
(Writer, Director)
Assassin’s Creed Origins: Game of Power
(Writer, Editor, Director)
EVE VALKYRIE: PSVR LAUNCH
(Writer, Director)
Far Cry New Dawn: Teaser
(CREATIVE DIRECTOR, WRITER, EDITOR)
Steep: E3 Reveal
(Writer, Editor, Director)
The Crew: Calling All Units
(Writer, Editor, Director)

CAMPAIGNS AND MORE
ON GAME TRAILERS
Trailers are usually shot in real time, on a virtual set. This is like virtual production, and sometimes uses the same software.
Our DPs set up virtual lights and operate virtual cameras, while our actors use a controller to puppet characters on set.
We have the world’s wildest, most wondrous stage to conjure grand stories and great universes.
Unlike most ads, the audience seeks out trailers. Expectations can be high. When it works you can watch likes and sales tick up in real time… maybe you can break $300m in the first week. If it doesn't work, the internet is brutal.
But we started the agency to work on products that were fun, not products that were easy.
We helped clients with everything from strategy and key art, to point of sale and video content. Then there were unique video games needs including constructing esports stadiums, in-game narrative consulting, UX/UI, asset creation and more...
In contrast to many categories, the video game business offers friendly clients, fun products, and huge creative freedom.
You create fans, define trends, and become part of the cultural conversation.
You don't get that selling toothpaste.
All my work as creative director — from 30 seconds of TV to weird stunts in VR, one-sheets to feature documentaries — is a collaboration between myself, our team and the client, with the purpose of producing the best asset for their needs.
Creative work is never made in isolation. The quality of the output is down to the hard work and long hours of the great people that I have had the good fortune of working with.