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Production

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                 Vincent

With over 27 years of experience in film and game production and 33 successful game production experiences, 22 of which are console game product developments. The clients and companies that Vincent has worked with include Microsoft, Disney, SONY, EA, Warner Bros. Games, NetEase, Bandai Namco, Tencent and DreamWorks. Vincent specializes in the production and development of console FPS games, mobile shooting, F2P, PC, Live Services Games, RTS, and VR games. Vincent is extremely proficient in Unreal and Unity engines to produce next-gen game development and production processes and always takes the next step to improve the quality of products!

In 1997, Vincent began in the film industry and ever since, all 22 AAA console titles he has developed and led across marketing teams and production development have all been striving towards film quality and North American efficient film production pipelines. 

Vincent has gained exclusive expertise in film lighting, composition, as well as the technologically most advanced meta human facial rig, facial animation capture, blend shape facial animation, and body motion capture to push real time in-game cinematic feature quality, and camera in all production titles, especially as lighting director for open-world game console titles.

Leading a production team to achieve a product that is commercially successful and competitively-powerful on the market continues to be Vincent’s greatest dominance and passion in digital entertainment production. 

 

Movie and film sequences for product aiming to inspire the quality in-game and also to set the production bar for the product. 

Front sight movement and gun swing increase the realism of in-game weapon-handling feeling, as well as touch and grip. Continuing to strive for utmost quality by adjusting the gun control and firing experience is very important to shooting games product core. 

Pushing team to focus on the gameplay, shading, texture, rendering, and lighting with the TA and engine rendering team. 

Story direction lined up with the marketing prediction when the product comes out, leading the team to complete the product on time with the greatest quality. 

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Vincent was in the army infantry for 2 years, he is keen on enhancing FPS and TPS experiences through art and gameplay development.

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Leading the team with a clear production course is the most important aspect, also avoiding production landmines and giving the team clear production steps to ensure production is on-time with every milestone and within budget. 

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On PS4 Batman Arkham City, working with Warners Brothers Interactive CTO and company executives and production team to achieve production greenlight status, saving the product which originally planned to shutdown in-production. 

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Working with DICE in 2014 to complete the first Need for Speed on PS4 platform, negotiating and removing technical issues such as TA challenges on shadering, lighting, and engine, and solving communication and pipeline problems spanning across international studios across the globe to ensure the product was completed within time and on-budget with multi-studio partnerships.

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Working with Sumo Digital on Dead Island 2 PS4 in 2016 to set up the production pipeline and visual bar to ensure the studio received the first greenlight from Europe’s biggest gaming publishing partners, Koch Media and Deep Silver. 

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Working on PS3 Tron Evolution in 2010 to match the visual quality of Disney’s biggest feature film of the year, Tron Legacy. Completed the product and shipped on time. 

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Working on PS3 Sleeping Dogs (Originally “True Crime Hong Kong”) in 2009 as an open world game, working on 24-hours city lighting with open world driving mechanism. It was one of the first open-world game on an island with live city and traffic system and in-game cinematic in production pipeline. 

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