Taking a keen interest in computers/computer graphics from a very early age, Gary pursued computer science throughout his academic career and graduated from Greenwich University, London with a BSc: ‘Multimedia Technology’ in 2001. He entered the visual effects industry the following year where he would specialize in technical animation and performance capture for feature film.
After several years in VFX and a brief stint in video games, Gary relocated to New Zealand in 2009 to work on Cameron’s ‘Avatar’, before returning to the UK to build a motion-capture stage for Warner Bros’ ‘Gravity’. It was on this stage where Gary pushed virtual production efforts to the bleeding edge of emerging game-engine visualization & virtual reality tools, which eventually lead to taking a full-time VR developer position in New York. NYC would demand a host of high ambition location-based projects requiring complex fusion of hardware, software and real time graphics. Here he would lead 2 high profile location-based projects using the Unreal game engine.
Gary was technical lead of the team that created Lockheed’s 2016 ‘Field Trip to Mars’ experience – the world’s first headset-free, group VR experience. The project went on to become the single most awarded commercial campaign at ‘Cannes Lions’ ever, picking up numerous awards for innovation and use of media. Gary subsequently moved to Disney Imagineering’s Advanced Development Group, working on next-gen computer-vision, machine learning and real-time graphics technologies for a number of future park projects.
He joined the TTF team in 2017.
Avatar (Performance Capture: Snr Technical Director – Weta Digital)
Gravity (VirtualProd Supervisor – Framestore)
Wrath of the Titans (VirtualProd Supervisor)
Edge of Tomorrow (VirtualProd Supervisor)
Paddington (VirtualProd Supervisor)
Merrell ‘Trailscape’ – Sundance 2015 (Technical Lead)
Field Trip to Mars (Technical Lead)
Unannounced Disney Imagineering Projects (Technical Supervisor)
Universal Project 845 (Previs Supervisor)
Conference Presenting Credits:
2014 SIGGRAPH Vancouver: Presenting Framestore’s Performance Capture work on Gravity
2015 Future Of Story Telling: Workshopping Game of Thrones VR