Profiles

BRAAM JORDAAN has achieved outstanding recognition both locally and internationally. After graduation from TAS he worked at Wicked Pixels, Refinery and Condor, where he worked on a full range of projects, many of which won prestigious awards. He is perhaps best known for his enchanting one-minute animation entitled "The Rubbish Monster", which garnered no less than 9 awards, including Multichoice Vuka! 2006, Seoul International Cartoon & Animation Festival, Kalamazoo Animation Festival and Animation Exchange Best of the Best. It is soon to be published in book form by Cambridge University Press. Go to Braam's website at www.braamjordaan.com to read his publications and see his award-winning works.

JASON VAN NIEKERK's speciality is character animation. He worked at Triggerfish and Character Matters before joining the RGB and Alpha team. He has done some outstanding work in the field and has experience with both feature films and DVD series. After graduating from TAS he enrolled in Animation Mentor, and went on to work under the mentorship of some of the animation greats at Pixar, Industrial Light and Magic, Dreamworks and others. This remains an on-going process as he is committed to staying at the forefront of techniques and styles in this challenging sphere.
RALPH MORTON has over eight years' experience as a software developer, being skilled in numerous programming languages as well motion capture techniques. He is also a web-developer. His greatest passion, however, is in programming for game development. He is presently writing his own game engine which will ultimately be used in an upcoming game for the XBox 360. His online portfolio can be viewed at www.ralphmorton.net.
RICHARD MORTON, an accomplished modeler in his own right, also handles the CG software development and the technical aspects of productions. After graduating from TAS he started his career at Condor, where he gained extensive experience in commercial and feature films. His ability to custom-design software for use in the studio's projects in hand is integral to the team. For example he is skilled in the use of Massive, which is software for the development of huge virtual crowds, and he has developed a useful system for integrating Massive and Maya. This kind of artistic and technical synergy results in a supremely well organised pipeline, enhancing the studio's workflow.