Professional career overview

2014

– PROJECT: undisclosed virtual character project
– TALK: possibly a speaker for EUE 2014 (subject still undisclosed, but may include Kinect 2)
– MISC: finished built of a “Mini Kossel” 3D printer
– MISC: started experimenting with robotics
– BETA TESTER: for Leap Motion
– BETA TESTER: for Occipital Structure Sensor

 

2013

– APPLICATION: release of Brekel Kinect Pro Body
– APPLICATION: release of Brekel Kinect Pro PointCloud
– R&D: Leap Motion (not released)
– R&D: Intel Senz3D camera and Perceptual Computing SDK (not released)
– PROJECT: Sweetie for Terres des Hommes
– PROJECT: EUE 2013″Virtual Joep”
– PROJECT: created tutorials for Faceshift
– PROJECT: implemented shot tracking and commenting system for 2D animation feature “Pim & Pom
– PROJECT: capture of undisclosed project with The Captury involving outdoors on-set markerless mocap
– PROJECT: several mocap projects for various unlisted clients (with Motek)
– TALK: EUE “101 Creative uses of the Kinect” talk
– BETA TESTER: became official developer Kinect for Windows V2 pre-release

 

2012

– APPLICATION: release of Brekel Kinect Pro Face
– R&D: 2D to 3D facial mocap retargeting (not released)
– PROJECT: First 3D animated Dutch feature film: “Sprookjesboom de FilmIMDB
– PROJECT: “Mocap Mapping“, project with live virtual character using mocap and 3D projection mapping (with Motek and NuFormer)
– PROJECT: created MotionBuilder plugins for Faceshift
– PROJECT: EUE “Alien”
– PROJECT: interactive Kinect installation for Mercedes-Benz for car tradeshow in Chengdu, China (with NuFormer)
– PROJECT: Bosch Roxx commercial
– PROJECT: several mocap projects for various unlisted clients (with Motek)
– TALK: EUE “creation of (interactive) vitrual characters” talk
– TALK: Third Dimension convention “creation of (interactive) vitrual characters” talk
– MISC: started my own company “Brekel 3D
– MISC: became official developer of Kinect for Windows
– BETA TESTER: became beta tester for Faceshift

 

2011

– APPLICATION: release of Brekel Kinect Free
– R&D: realtime interactive characters using FaceAPI/joysticks
– R&D: created automated (cloth) simulation system on renderfarm using Maya
– PROJECT: Facebook vs Hamilton, realtime F1 race between a real car and a virtual car for Vodafone
– PROJECT: Bosch Free commercial
– PROJECT: Lotto commercial
– PROJECT: Achmea commercial
– PROJECT: golf mocap
– PROJECT: several mocap projects for various unlisted clients (with Motek)
– SOFTWARE: started developing with official Microsoft Kinect SDK
– SOFTWARE: started developing with PrimeSense’s OpenNI SDK
– SOFTWARE: started using Unity game engine
– BETA TESTER: became Dynamixyz alpha/beta tester

 

2010

– APPLICATION: release of “Kinect 3D Scanner” (predecessor of Brekel Kinect Free)
– APPLICATION released MotionBuilder PhysX plugin (which inspired Autodesk to release their own) (deprecated)
– R&D: started experimenting with Kinect for XBox
– R&D: designed and installed capture facilities at Motek Entertainment‘s new location
– R&D: created shot tracking and commenting system for inhouse productions
– R&D: created Maya pipeline for new Sprookjesboom production
– PROJECT: Jenny Lane “Whoopsy Daisy” videoclip
– PROJECT: “Into the Light” for PANL Sony Awards with PIPS:lab
– PROJECT: mocap for Skyline
– PROJECT: mocap of Wushu artist
– PROJECT: several mocap projects for various unlisted clients (with Motek)

 

2009

– PROJECT: “Sprookjesboom” TV-series Season 4
– PROJECT: mocap for Craque
– PROJECT: several mocap projects for various unlisted clients (with Motek)
– R&D: refined inhouse automatic cleanup pipeline for Vicon Blade & MotionBuilder
– MISC: helped to setup Mocap facilities of Gameship
– SOFTWARE: started coding with MotionBuilder API in C++

 

2008

– PROJECT: “Sprookjesboom” TV-series Season 3
– PROJECT: Tom Clancy’s Ghost Recon 2 commercial
– PROJECT: several mocap projects for various unlisted clients (with Motek)
– R&D: created realtime pipeline for using Vicon Blade, Puppeteering
– R&D: integrated MotionBuilder rendering into renderfarm
– SOFTWARE: started using Vicon Blade
– MISC: installation of 24cam Vicon optical motion capture system

 

2007

– PROJECT: “Sprookjesboom” TV-series Season 2
– PROJECT: “Cafe de Wereld” TV-series Season 5
– PROJECT: mocap for “Legends of the Underground” theatre show with live dancers and 3D stereoscopic projections
– PROJECT: breakdance mocap
– PROJECT: mocap for Second Live performance for rockband Di-Rect
– PROJECT: several mocap projects for various unlisted clients (with Motek)

 

2006

– PROJECT: “Sprookjesboom” TV-series Season 1
– PROJECT: “Cafe de Wereld” TV-series Season 4
– PROJECT: Vara’s Vuurwerk Live to Tape TV show
– PROJECT: Snickers “Don’t Stop” commercial
– PROJECT: several mocap projects for various unlisted clients (with Motek)

 

2005

– PROJECT: “Cafe de Wereld” TV-series Season 3
– PROJECT: Live to Air broadcast of 2 “Cafe de Wereld” characters in “De Wereld Draait Door”
– PROJECT: mocap day for HKU students
– PROJECT: mocap with members of Dutch national hockey team
– PROJECT: several mocap projects for various unlisted clients (with Motek)
– BETA TESTER: became beta tester Comet Muscle tools (later to become Maya Muscle)

 

2004

– PROJECT: “Cafe de Wereld” TV-series Season 2
– PROJECT: mocap, cinematography & compositing for “Legends of the Underground” theatre show with live dancers and 3D stereoscopic projections
– PROJECT: mocap day for HKU students
– PROJECT: mocap for Digital Amigos
– PROJECT: mocap for Graal
– PROJECT: mocap for Rijksmuseum
– MISC: started learning C++

 

2003

– PROJECT: “Cafe de Wereld” TV-series Season 1
– PROJECT: several mocap projects for various unlisted clients (with Motek)
– R&D: created pipeline using realtime Magnetic mocap, 5DT gloves, joystick puppeteering, camera switching for quick turnaround TV-show production
– R&D created automated rendering system for MotionBuilder

 

2002

– PROJECT: Body & Face mocap for Quantum Redshift game
– PROJECT: body mocap ShellShock: Nam ’67
– PROJECT: several mocap projects for various unlisted clients (with Motek)
– SOFTWARE: started using Vicon iQ
– SOFTWARE: started using House of Moves Diva
– CONFERENCE: attended Game Developers Conference in San Jose doing booth presentations for Motek

 

2001

– PROJECT: several mocap projects for various unlisted clients (with Motek)
– CONFERENCE: attended Siggraph in Los Angeles doing booth presentations for Motek
– MISC: started using Maya MEL

 

2000

– PROJECT: creation demo material for Motek’s Unica product
– PROJECT: several mocap projects for various unlisted clients (with Motek)
– SOFTWARE: started using Vicon Workstation
– CONFERENCE: attended Siggraph in New Orleans doing booth presentations for Motek

 

1999

– EDUCATION: Graduated from “Grafisch Lyceum Eindhoven”
– WORK: started to work at “Motek Entertainment
– SOFTWARE: started using Maya
– BETA TESTER: became beta tester of Softimage Sumatra (later to become XSI)

 

1998

– MISC: started using Motion Capture equipment
– SOFTWARE: started using SGI IRIX
– SOFTWARE: started using Softimage|3D
– SOFTWARE: started using FilmBox 1.5 (predecessor of MotionBuilder)
– EDUCATION: internship at CAVE Amsterdam
– EDUCATION: internship at Motek

 

1997

– PROJECT: several jobs (2D/3D Title design, video editing, camera operator) for VTB (Video Totaal Brekelmans)
– SOFTWARE: tried 3DMax and went back to Lightwave

 

1996

– PROJECT: several jobs (2D/3D Title design, video editing, camera operator) for VTB (Video Totaal Brekelmans)
– MISC: bought first PC
– EDUCATION: started education at “Grafisch Lyceum Eindhoven”

 

1995

– PROJECT: several jobs (2D/3D Title design, video editing, camera operator) for VTB (Video Totaal Brekelmans)
– EDUCATION: started education at “Hoge school voor de Kunsten Utrecht” division “Beeld & Media Technologie”
– SOFTWARE: bought personal copy of Lightwave (on Amiga)

 

1994

– SOFTWARE: bought personal copy of Real 3D v2 (on Amiga)
– SOFTWARE: started experimenting with Imagine (on Amiga)

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