April 2016!

Seriously, this yearly blog post trend needs to stop.

BUT…what a year it’s been.


I won an Annie Award!

What a fun night, it felt so great to be recognized for my animation after 4 years of such hard work and dedication to a single project.






You can watch the portion of the Annie’s for Best Character Animation In A Video Game Award here:


AND I spoke at GDC!  Representing Blizzard and Overwatch(check that off my career bucket list!) I was invited to give a one hour talk about my animation process.  I was totally floored when Blizzard was cool with me talking about Overwatch, it was such an amazing experience.  Capture

Then GDC goes and makes my talk free for everyone to watch!

Go watch it here:



AND AND I’m teaching a creature animation class at iAnimate!  If you want to know more check out the site here: http://www.ianimate.net/

If you just can’t get enough of my sultry voice you can also listen to a podcast I did about my career so far here:


Interview with animator David Gibson banner

I have so many things going on right now…I will do my best to keep this updated, but if you want to keep up to date follow me on twitter!  @poodletime


Thank you so much if you’re still following this blog!







Behemoth Animation Process Video

Hi!  I just published what could only be described as the most boring video on the internet.  Its a 12 minute long recording of me animating for 4 days.

I had two reasons for making this video:

1. Test out some recording software.

2. Create a process video of my workflow for anyone who might be interested.

The recording software I used is called FFSplit.  Get it here for free–> www.ffsplit.com

FFSplit is a great program.  Its light weight and very customizable.  It didn’t impact my work and a lot of the time I forgot it was even running.

Its not the most amazing piece of animation, but I recommend recording yourself animating some time because its really cool to look back and see how it starts as a static model and how over time it slowly comes to life.

Thanks for checking it out and let me know if you have any questions.


Evolve Animation + Game Dev Reel!

Here’s my Evolve reel and my attempt at trying to summarize the past 4 years of work.  Got it down to 11.5 minutes…yeeesh.  Hope you like it!

(watch on vimeo for best quality)


I’ve also been trying out other ways to present animation through social media, here are some vines and instagram videos I’ve made:

(click to view outside the blog if they’re not playing correctly)

Daisy Parachute Vine

Kraken E3 Vine


2015, Evolve, & the future!

This seems to be a trend, updating my blog about once a year.  The last year has been crazy, to say the least.  Shipped Evolve on February 10th 2015, but not before winning both E3 and Gamescom Best in Show 2014!  (That’s never been done, by the way)

But all good things must come to an end and I’m making the next move in my career.  I don’t want to say what it is just yet, but I’ll put it this way…my future is looking blue with a healthy dose of orange and gray. 😉

Before I blab on for too long I’m going to be posting my Evolve reel very soon, hopefully by the end of the week.  Consolidating everything that I did for almost 4 years has taken a long time and I think results in a very interesting look into my first 4 years as a Game Developer.

In the meantime here’s a sneak peak at Daisy’s walk cycle:




February Update

On February 11th the PR campaign for Evolve officially kicked off.

Here’s our reveal trailer, as of February 23rd 2014 (22 days online) its sitting at an insane 9.2 million views!

We’re officially talking about the first 4 hunters and the first monster, Goliath.  The journalists that previewed the game in late January were playing a pre-alpha build on a map called Forest Ruins.  The feedback has been amazing so far.  All of the journalists were able to play the game for a couple hours and I think the game really speaks for itself.

This was one of my favorite interviews, Adam Sessler just finished playing the game and sat down with our design director, Chris Ashton:

Here’s some nice gameplay B-roll.  Lots of bugs in this video, but considering it’s pre-alpha footage…not too shabby.

The last thing I wanted to share was an awesome mini documentary the guys at Game Informer made about Turtle Rock.  I think this video says it all and is really worth a watch, no really, its good.

That’s all I got for right now…lots more to talk about in the coming months.  We’re going to be at all the major gaming expos from here on out so let me know if you’re planning on going and if you get a chance to play the game!  Also if you have any questions about anything you’ve seen so far.  I’ve spent over a year on Goliath from rigging, to designing his game-play, to animating and tuning him.  I’ll go into more specific detail about him soon, once I get these other monsters done!




After leaving Sony in 2011, I had made up my mind that I wanted to try something new.  I put some feelers out there and had two offers that I was seriously considering:

1. Blizzard


2. Turtle Rock

To make a long story short it all came down to the same thing that has driven me for the past 10 years.  I don’t want to work at the biggest best and most bad-ass place.  I want to work at the place that I can help BECOME the biggest best and most bad-ass place.  Sure I’d love to work at Blizzard…if it was 1994.  Or Pixar, if it was on Toy Story 1.  Working at those places now feels like the “safe” option and I’m not ready for safe.

So I took a chance and signed on at Turtle Rock.  During the interview I was pitched the entire idea for Evolve.  I was shown all of the art and even saw the game in action (almost 3 years ago!)  I knew this was it, the scope of the game: insane and the work that needed to be done: impossible, but I couldn’t wait to start.  And now after almost 3 years one thing is for sure: games are hard.  Way harder then film.  Games are our generation’s film and its a young industry with so many surprises up its sleeves.

I urge anyone that’s stuck in a rut at a VFX house or Animation studio to seriously look into up and coming game studios.  There’s so much to learn and so much challenging work to be done.  No animator should feel that they need to uproot their lives, their families, to move across the world whenever their employer smells better tax subsidies.  Screw them and go make a fun video game.

Game Informer Cover

So the first time the world ever saw anything about Evolve was our Game Informer cover.  What an honor this was and the entire studio was so pumped by this opportunity.  GI came to the studio and spent several days with us in early December 2013.  They played Evolve, asked a bunch of questions, and then asked if they could play more.  🙂  We had a great time and right now on their site for the entire month of January they have exclusive news and images from their visit.

Evolve Cover Reveal


I can’t talk too much about anything just yet for various reasons, but I’d be curious to know if people realize that the cover was created in engine using entirely in-game assets.  Now we wouldn’t go make a magazine cover without a little touch up, but except for the red planets, bright white lights, and some tongue touch up, these images are 100% in-game.

I’ll prove this to you at a later date when I can show screen shots of these poses in cryengine.  My point is that games are where its at.

In the future I plan to go into crazy nerdy detail about creating Goliath, the Hunters, and other things I can’t talk about yet!

Now I need to get back to work…even though its 9:30pm on a Sunday I have monsters to animate!