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SHAMAN: SPIRITHUNTER : Summer 2018 - Playsnak - Present
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ROBINSON The Journey : Creative / Animation Director & Animator - Crytek - 2016
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THE CLIMB : Animation Director - Crytek - 2015
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BACK TO DINOSAUR ISLAND : Animation Director & Animator - Crytek - 2014
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RYSE Son of Rome : Animation Director / Fight Choreographer & Animator - Crytek - 2013
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PRINCESS & THE FROG : Lead Animator & Animator - Imperia Media - 2009
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A VAMPYRE STORY : Lead Animator - Imperia Media - 2008
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SUPER MARIO STRIKERS : Animation Consultant for Next Level Games - Imperia Media - 2005
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METROID PRIME : Lead Animator & Animator - Retro Studio Nintendo - 2002

MARTIN L'HEUREUX
ANIMATION DIRECTOR
CREATIVE DIRECTOR, ANIMATION DIRECTOR & FIGHT CHOREOGRAPHER
As a Creative and Animation Director I am responsible for the vision of the game, which includes game play, visual style, story, scripted events, and cinematic. I inspire and drive the artistic vision of in-game character animation, cinematic character performance, cinematic mise-en-scène, and camera. I oversee the creative process and give guidance to the team while insuring that all projects are delivered on time and on budget.
When creating any sort of story-driven sequences, storyboarding is very important. It helps me think through the messages and emotions I want to convey, and how to best stage an action sequence. I also enjoy defining animation solutions and processes to support game-play which includes the creation of Animation Motion Trees based on code implementation.
Below are compilations of my work as a creative and animation director


Robinson

Back to Dinosaur island

Ryse - Animation Director

Ryse Facial Performances

Ryse Son of Rome
Lead Animator & Animator Men in Black II

Dinosaurs: Giants of Patagonia
SHAMAN spirithunter

The Climb Launch Trailer

Metroid Prime
FIGHT CHOREOGRAPHER
On set, fight choreography is one of the more complicated aspects of Mocap performance. My expertise helps to identify the design, style and scope of the action in order to create dramatic action sequences efficiently while ensuring minimal amount of Mocap editing.
COMBAT FLOW SHOULD FEEL NATURAL AND INTUITIVE
Our reactive brain is much faster than our cognitive brain. When we can consistently view our actions as though they “just happened” instead of a situation we need to deliberately initiate, we have successfully achieved an intuitive flow in combat.