PlayStation · Cross-Studio
The Cross-Studio Capture Build
Laid the groundwork for PlayStation's cross-studio capture capability: the operating model, team structure and workflows for live-service creative across the portfolio.
ƒ Creative Direction & Leadership · Capture · Virtual Cinematography
Fifteen years inside the development and marketing teams at five of the biggest names in games: Rockstar, Blizzard, Activision, Bungie, PlayStation. I build and rebuild the teams, pipelines and tools behind the work, direct the capture inside them, and connect the creative, marketing and development orgs.
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01 — Highlights
The short version. Ask me for the rest.
PlayStation · Cross-Studio
Laid the groundwork for PlayStation's cross-studio capture capability: the operating model, team structure and workflows for live-service creative across the portfolio.
PlayStation · Applied AI
Led the team's adoption of AI built on Claude Code and custom MCP servers, wired into Figma, Jira, ShotGrid and Microsoft 365, from a brief-to-shoot pipeline to a gen-AI ideation partner. Human-led, aimed at the process, not the craft.
Bungie · New IP
Brought in to give the Marathon team the capture experience and resources it knew it lacked. Established the new IP's capture style, camera language and workflows, and led it through heavy change and downsizing without dropping the bar.
Activision · Team Building
Grew the newly rebranded Marketing Creative team to meet surging demand and a high creative bar, leading through remote work and the return to office as head of Game Capture.
Blizzard · Cinematic Tools
Drove a cross-discipline effort behind an internal real-time animation-sequencing tool, with keyframable cameras, lighting and animation built into Blizzard's engine and adopted for every trailer and in-game cinematic.
02 — Selected Work
Trailers, cinematics and capture across five studios. Click any tile to play.
GTA V — Official Gameplay Trailer Capture
Overwatch — Launch Director · Capture Direction
Introducing Ashe Director
Call of Duty — Warzone Cutscene Capture & Creative Direction
Journey into the Traveler Creative Lead
Destiny 2 × The Witcher Creative Lead
Shadowlands — Story Trailer Director
GTA V — The Underbelly of Paradise Capture
Marathon — Cryo Archive Launch Trailer Creative Lead
03 — Print, Packaging & Screenshots
The static-image work — retail box art, packaging, and in-game screenshots. Click any piece to view full res.
Retail Packaging
Call of Duty: Modern Warfare II — Retail Box Back Creative Direction · Capture
Call of Duty: Modern Warfare III — Retail Box Back Creative Direction · Capture
PS5 Console Bundle — Featured Hero Image Creative Direction · Capture
Overwatch — Retail Box Back Creative Direction · Capture
Selected Screenshots
A sample of the work I did on in-game screenshots across five games — directing the capture from concept through composition, lighting and post, alongside each title's Art Director.
Night War — Reveal Creative Direction · Capture
Night War — Reveal Creative Direction · Capture
Campaign — Reveal Creative Direction · Capture
Campaign — Reveal Creative Direction · Capture
Launch Creative Direction · Capture
Launch — Campaign Creative Direction · Capture
Renegades — Launch Press Kit Creative Direction · Capture: Tripp
Launch Press Kit Creative Direction · Capture: Tripp
Reveal Creative Direction · Capture
Reveal Creative Direction · Capture
04 — Experience
Consulting across PlayStation's studios to stand up cross-studio capture for its live-service titles: the operating model, team and workflows behind the creative, plus an AI-augmented, brief-to-shoot pipeline in daily use.
Led capture across Destiny 2 and Marathon inside Bungie's internal creative studio, redesigning the creative pipeline and bringing a new IP the capture experience it needed.
A senior leader on the Call of Duty Marketing Creative team. Ran the capture function, stood it up as its own department, and brought a 15-artist team through a tough transition.
Directed content across every Blizzard IP as a Project Director on Blizzard Video, writing, directing and reviewing the work, including a 40-minute Overwatch 2 documentary that turned public sentiment around at its BlizzCon premiere.
Managed a 10+ artist capture team while still on the sticks as capture director, shooting shots for trailers, and led the in-engine tooling: a cross-department strike team behind an animation-sequencing tool that lifted efficiency well over 50%.
Blizzard's first dedicated capture hire. Built the capture function from the ground up, starting with the Overwatch launch, and set the capture style still in use today.
Came up on Rockstar's world-class capture and edit team, shooting gameplay capture and machinima for Max Payne 3 and GTA V during the record-setting GTA V campaign.
This is the short version. The full résumé, every team, pipeline and number, is one request away.
05 — About
Five studios in fifteen years. I built one capture team from nothing and rebuilt three more. At some point you stop calling that coincidence and start calling it the job.
Do that enough times and you stop guessing at what holds a team together. It's the people. Sounds obvious, but a lot of the industry still runs on the old Mad Men idea that one person owns the vision and everyone else executes it, and I don't buy it. Now and then someone really can carry a room that way. Most of the time the best work I've been near came out of rooms where nobody sat waiting to be told the idea, where everyone felt safe putting theirs down. Lifting each other up is how we lift the work up. The communication and the planning and being honest with people, none of that lands until you've got the first part right.
I picked that up long before I ever had a desk job. I grew up in theatre, dance and physical theatre from about the age of five, the devised sort where a group builds a whole piece together out of nothing. It got wired in young: I'm not the one with all the best ideas, and the real skill is making room for everyone else's. Took me years inside big studios to realise that had been a better creative education than most of the film-school CVs sat around me.
The actual craft is filmmaking. I make films inside video games. Someone hands me a game that's still half-built, I go in with virtual cameras, block the action like any other shoot, and come out with the trailers and screenshots that show players what it really is. Fifteen years of that, sat inside the marketing team at every studio.
The trailers were never really the point for me, though. What I care about is whatever makes the next one possible without the team burning out to get there. The pipeline behind it. The way the work actually gets reviewed. The tools people reach for instead of the ones they're handed. Anyone can direct one good video on a good week. The harder job, the one nobody claps for, is building a team and a system that ships good work on schedule, then getting people to properly use a new tool instead of just having it installed. That's what I've built my career around.
Lately a lot of that is AI, and I'm careful where I point it: never at the art, only at the busywork around it. Artists can lose hours a week just chasing files and logins across a dozen tools, so I've built assistants that hand that time back and keep the generative stuff in my own ideation, never in the shipped work. The ones who were most sceptical ended up finding it the most steadying.
Some of the artists I hired green, with no real experience, run their own teams now, a few of them directors and managers. That means more to me than anything I've ever put on a screen. The measure of a leader isn't how well you do, it's how well the people around you end up doing. Mine did well.
What I'm looking for: senior creative leadership: Creative Director, Head of Capture or Cinematics, Creative Technology, and the roles that don't have a clean title yet, building and running the teams and pipelines behind a studio's creative output, and bringing AI into that work. Capture is where I come from; leading the people and the systems is the job.
06 — Honours & Awards