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News / Portfolio

Sony Morpheus VR – London Heist

Client : Sony Interactive Entertainment London Studio
Project : PlayStation VR Worlds: The London Heist – Red9 Facial Systems

“The London Heist” was part of PlayStation VR Worlds, released in October 2016 along with the new PlayStation VR headset. We were tasked with the facial rig systems for the 2 key characters, Mickie and Frank, and this was the one of the first projects to involve the Red9 facial system, a task made even tougher when dealing with exploring the new medium of VR. It was a huge privilege to be involved in such a key development in VR tech and a massive buzz to see your work develop in the virtual world. Huge thanks to SIE London Studio for letting us be part of this key release for them.

Delta Airlines – Safety Video Game

Client : Mi, Manchester
Project : Delta Safety Video Game

The project was for the latest in-flight video from Delta Airlines which is due to go onto all of their planes very shortly, the project also includes a HTML5 game! We were approached by MI in Manchester to do 6 facial rigs from scan data, 2 main hero rigs, the flight attendant and captain, plus 4 secondary rigs for the Chelsea footballers in the sequence. The flight attendant and the captain were scanned in LA, whilst we directed the facial scan sessions in London for the Chelsea players.

From the scan data we provided the facial models and the performance rig setup under huge time constraints but it was a blast!
Thanks to Mi and to Delta for their support!

Read More Here..

Homefront: The Revolution

Info: Work was done whilst working for Dambuster Studios.

Proud to have been part of this epic game development, Homefront The Revolution, a project that started as Crytek and ended up as a DeepSilver title after the studio was bought out. These cutscenes are the result of nearly 3 years hard graft, researching and designing new pipelines for facial systems and CryEngine. As Technical Lead Mark created both the systems for the cutscenes and all the lipsyncing / secondary systems for the persistent universe, a task that would involve automating the batching of over 20,000 lines of dialog in 6 languages on a nightly basis as new audio was submitted to Perforce.  This was a huge task but a great one to have been involved in. Some excellent work by the cutscene crew on these sequences!!