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    <loc>https://griffinwarner.com/contact</loc>
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    <lastmod>2024-06-19</lastmod>
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  <url>
    <loc>https://griffinwarner.com/extras</loc>
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    <lastmod>2020-09-15</lastmod>
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  <url>
    <loc>https://griffinwarner.com/showreel</loc>
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    <lastmod>2025-01-10</lastmod>
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      <image:title>Showreel</image:title>
      <image:caption>Released Titles</image:caption>
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      <image:title>Showreel</image:title>
      <image:caption>TALES OF KENZERA: ZAU (2024) I was the studio lead for the animation, tech-art and VFX teams, whom I looked after in a managerial and directorial capacity. I was on the project from pre-production through to post-launch support and worked closely with production and the rest of leadership to effectively manage my teams schedule and deliver quality results.</image:caption>
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    <image:image>
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      <image:title>Showreel - Sackboy: A Big Adventure (2020)</image:title>
      <image:caption>I was responsible for development and implementation of Sackboy's animation systems, including core traversal, combat and previsualisation of experimental features that would need to be coded dynamically (such as how Sackboy prioritises looking at areas of interest, and how much head wobble to use). I also worked on a few enemies and NPCs, and developed GPU driven shaders to animate simple enemies or world objects via material shaders. Animations were authored in Maya and implemented in Unreal Engine 4.</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f5e219b7a64f425925dce67/1600113296776-8HUFM18JTZ6Q4SP0CBEW/sypder-ios-artwork-key-art.jpg</image:loc>
      <image:title>Showreel - SPYDER (2020)</image:title>
      <image:caption>I assisted in the creation of the animation style guide and was ultimately responsible for all character and cutscene animation in the game. Character studies and previsualisation renders were extremely important early on to define the look and feel of the main character, Agent 8, and how the player interacted with the world. I needed to ensure animation systems were extremely responsive and flowed well between each other. I was the only animator for most of the project but had a great opportunity to mentor a junior animator during development. Animations were authored in Maya and implemented in Unreal Engine 4.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f5e219b7a64f425925dce67/1600196365200-5UFS0PY7BRDKBSI2ORXS/image-asset.jpeg</image:loc>
      <image:title>Showreel - Crackdown 3 (2019)</image:title>
      <image:caption>I was involved in early animation prototyping and development for a variety of enemies as well as Agency characters. Animations were authored in Maya and implemented in Unreal Engine 4.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f5e219b7a64f425925dce67/1600196637574-SG08VY5M7Z0IPBWURAEK/image-asset.jpeg</image:loc>
      <image:title>Showreel - Snake Pass (2017)</image:title>
      <image:caption>As well as being the sole animator on the project, I did nearly all of the rigging. I also worked on all of the cinematics, and helped out with material shaders, visual effects and lighting. I created all of the arcade mode collectible meshes (fruit, bonus time) and created animated material shaders to animate every instance of them bouncing and rotating in a level. I also created all of the effects associated with these collectibles. All work was done using Maya (and Photoshop where required), and implemented in UE4.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f5e219b7a64f425925dce67/1600197549959-8LRZ9E0VRFQC40SFPFCX/i</image:loc>
      <image:title>Showreel - Hitman Episode 5: Colorado (2016)</image:title>
      <image:caption>I was ultimately responsible for all of the animations on the Colorado level of the game. I created the specifications for the motion capture (mocap) required, supervised some of the shoots, and cleaned up and implemented most of the animations. I liaised with an external team of animators to complete the work. Software used: Motionbuilder - editing and finalising mocap takes Morpheme - building animation event graphs for dynamic and complicated interaction G2 - custom game engine</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f5e219b7a64f425925dce67/1600198119105-REMIAAKH3R8AAHCRQEGZ/image-asset.jpeg</image:loc>
      <image:title>Showreel</image:title>
      <image:caption>Sonic &amp; All-Stars Racing: Transformed (2012)</image:caption>
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    <image:image>
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      <image:title>Showreel</image:title>
      <image:caption>F1 2011</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f5e219b7a64f425925dce67/1600198365820-VNFVHALAKLK7RFH4QM07/image-asset.png</image:loc>
      <image:title>Showreel</image:title>
      <image:caption>Moshi Monsters: Katsuma Unleashed (2013)</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f5e219b7a64f425925dce67/1600198051441-M27OG7079WFT8Q6V2UV7/image-asset.jpeg</image:loc>
      <image:title>Showreel</image:title>
      <image:caption>Scorched - Combat Racing (2014)</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5f5e219b7a64f425925dce67/1600197990753-819JR49T1TDLF3HTFPBN/image-asset.jpeg</image:loc>
      <image:title>Showreel</image:title>
      <image:caption>Forza Horizon 2 (2014)</image:caption>
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