
Supermassive Games
Senior Cinematic Artist · Unreal Engine
Cinematics for AAA games. Seven titles with Supermassive Games, Antimatter Games and Ballistic Moon, shot with the eye of a live-action Director of Photography.
Studios
I am a Senior Cinematic Artist with an extensive background in cinematography and filmmaking, bringing a strong understanding of visual storytelling, camera language and composition. With almost 7 years of experience in the games industry, I specialise in creating engaging cinematics that bring characters, stories and worlds to life. My strengths include camera direction, shot composition, lighting, pacing and visual storytelling, using Unreal Engine and Sequencer to deliver polished in-game cinematics. I can contribute creatively from early previs and blocking through to final implementation, working closely with directors, designers and animators to achieve a consistent creative vision. I bring a filmmaker's eye, strong artistic sensibility and collaborative approach, always aiming to elevate the emotional impact of the game.





Senior Cinematic Artist · Previs · Capture
A Senior Cinematic Artist with a strong foundation in filmmaking, I moved from live-action cinematography into AAA games, where I focus on high-quality, narrative-driven cinematics. With deep experience in camera animation, sequencing, motion capture and cinematic storytelling, I bring creative and technical precision to every project. I enjoy working across departments and thrive where visual storytelling is at the heart of the player experience, coordinating with different teams to resolve blockers, keep communication clear and meet tight deadlines.
Freelance cinematic work across several projects.
Created visually engaging camera work matched to the game's pacing and tone, using blocking, lensing and timing to guide the player's experience. Hands-on work with real-time tools that further honed my narrative-driven scene layout.
Covered the full cinematic pipeline: previs from storyboards and script, scene assembly in engine and final camera implementation. Worked closely with animation and narrative to land the emotional beats while keeping sequences technically consistent.
First-pass scene assembly and previs, collaborating with animators and writers to translate their vision into visual language.
Created key in-game cutscenes, from previs to final scene assembly and cinematic cameras. Working closely with the narrative and animation teams and the directors, I built dynamic sequences that served the story and stayed visually cohesive.
Translated storyboard intent into 3D previs, edited and assembled scenes with the right staging and lighting, and crafted camera work that lifted the emotional beats and action pacing.
Built several in-game cutscenes from the ground up, from previs and story flow to fully realised cinematic sequences. I handled camera composition, staging and pacing so that each moment served the narrative arc and felt right in the game's world.
Contributed to key story moments, keeping continuity between gameplay and cutscenes and delivering high-quality sequences on schedule and in keeping with the game's tone.
In seven years I have worked on seven AAA games with industry-leading studios including Supermassive Games, Antimatter Games and Ballistic Moon.
My background is in live-action filmmaking as a Director of Photography, so I bring a strong sense of visual storytelling and a real love of collaboration. I work closely with writers, directors, animators and designers to make cinematics that immerse players and make them feel something.
I keep up with the industry and keep sharpening my skills with the latest tools, so the work stays inventive and current. My aim on every project is to raise both its visual and emotional quality.
Before games: commercials, documentaries, music videos and corporate films as a Director of Photography and editor.






