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Jason Parks

Game Credits

Production

Star Wars: Galaxies - An Empire Divided (2003)   (Motion Capture Project Coordinators)
 

Programming/Engineering

SOCOM II: U.S. Navy SEALs (2003)   (Technical Artist)
 

Art/Graphics

Saints Row IV (2013)   (Technical Art)
Free Realms (2009)   (Character Artist)
MLB 2004 (2003)   (Cinematic CG Artists)
ATV Offroad Fury 2 (2002)   (Cinematic CG Artists)
SOCOM: U.S. Navy SEALs (2002)   (Motion Capture Managers)
NHL FaceOff 2001 (2000)   (Motion Capture Editors)
NCAA Final Four 99 (1999)   (Cinematics Artists)
NHL FaceOff '99 (1998)   (Motion Capture Editor)
 

Video/Cinematics

SOCOM: U.S. Navy SEALs - Tactical Strike (2007)   (Supervisor of Pipeline)
SOCOM II: U.S. Navy SEALs (2003)   (Lead Character Technical Directors)
SOCOM: U.S. Navy SEALs (2002)   (CG Artists)
Cool Boarders 2001 (2001)   (Motion Capture Manager)
MLB 2002 (2001)   (Motion Capture Supervisor)
NFL GameDay 2002 (2001)   (Motion Capture Manager)
NCAA GameBreaker 2001 (2000)   (Motion Capture Supervisor)
NFL GameDay 2001 (2000)   (Motion Capture Supervisor)
Syphon Filter 2 (2000)   (Motion Capture Supervisor)
3Xtreme (1999)   (Motion Capture Animators)
NCAA Final Four 99 (1999)   (Motion Capture Editors)
Syphon Filter (1999)   (Motion Capture Editors)
Cardinal Syn (1998)   (Motion Capture Technicians)
NBA Shootout 98 (1998)   (Motion Capture Department)
NCAA GameBreaker 99 (1998)   (Motion Capture Editors)
NFL Xtreme (1998)   (Motion Capture)
NHL FaceOff '98 (1997)   (Motion Capture)
Steel Reign (1997)   (Players)
 

Technology

MLB 07: The Show (2007)   (AASG - Tools and Technology Manager)
SOCOM: U.S. Navy SEALs - Fireteam Bravo 2 (2006)   (Tools & Technology Manager )
 

Support

Cool Boarders 3 (1998)   (Motion Capture Editors)
 

Other

Steel Reign (1997)   (Motion Capture)
 


Developer Biography

Jason Parks has worked at Sony Computer Entertainment America (SCEA) since 1997 in motion capture, cinematics, and tools groups as a character technical director and a technical artist. He has worked with dozens of game teams on more than 60 projects focusing on the technical aspects of characters: skeletons, animation, rigging, and deformations. His experiences with a wide variety of workflows and techniques led him to specialize in scripting tools, automating processes, and developing efficient animation pipelines. He now researches the latest character-related technology and facilitates implementation for the SCEA product development teams.

Last updated: Dec 22, 2007