Experienced technical animator in the AAA game and VFX industry. Excels in problem solving, tools creation, rigging, animation, and general 3d skills. Has a strong art sense coupled with competent programming skills. Understands and communicates well with artists, animators, and programmers to help achieve best results.
Sr. Technical Animator
01/2022 to
11/2024
Midnight Society
Remote - San Mateo, CA
Creating animation and tools pipeline. Creating and improving exporters for Maya and Blender. Rigging characters.
Sr. Technical Animator
01/2021 to
02/2023
Meta - Downpour Interactive
Remote - San Francisco, CA
Fixed a lot of problems with initial character rigs. Created Unity tools. Animation pipeline creation.
Contract Technical Animator
05/2020 to
11/2020
Ubisoft
Remote - San Francisco, CA
Helped fix major rig issue with Motionbuilder character rig and process for upcoming game.
Technical Artist
10/2018 to
09/2019
2K Visual Concepts
Agoura Hills,
CA
Recreated most of the 3DMax animation, art, and outsource tools in Maya and created other needed tools.
Updated Motionbuilder tools and rigs.
Refined Maya character rig and skinning.
Cut scene canned simulation system and implementation for cinematic scenes.
Tools, Rigging, Assets MK11 Reveal Trailer
03/2018 to
05/2018
Frame Machine
Santa Monica,
CA
Tools to automate adding assets to Mobu, integrating clients code where needed.
Scripted rig and simulation to create high rez cloth simulation to joints rig for MK11 cut scenes.
Designed to run real time in Unreal engine.
Game Direction / Developer : The Shred Krew
01/2015 to
02/2018
High Velocity Games
Encino, CA
Lead the creation of an advanced runner game in Unity with a small team.
Game direction and pipeline creation for Maya, Unity, Perforce, and some Photoshop tools.
Closely invovled with building game-play codebase from the ground up with experienced Unity programmers.
Contract Technical Animator : Battleborn
07/2014 to
12/2014
Gearbox Software
Remote - Plano, TX
Rigging tools to significantly speed up character rigging.
Animation tools to mirror poses, fcurves, or baked animation.
Retargeting almost any size and shaped character with similar limbs to another.
Technical Animator / Pre-production : Black Ops III
08/2013 to
06/2014
Treyarch
Santa Monica,
CA
Mobu tools for rigging and animation.
Large Mobu tool to automate process of adding and aligning character rigs and mocap, audio, and video reference.
Tools/Game Scripting for Unreal Project
01/2013 to
06/2013
Megalithic Entertainment
Marin City,
CA
Created basic pipeline, scripted rigs, PlayerController scripting and other necessary game scripting.
Implemeted all level models, collision, and animation into Unreal.
Scaleform to get UI art and button actions into Unreal, doing all Flash and actionscript work.
Senior Technical Animator : COD Advanced Warfare
03/2012 to
01/2013
Sledgehammer Games
Foster City,
CA
Batch converted assets to new formats and specs for art and animation assets.
Knowledge sharing with both SHG and High Moon studios. Asset tools scripting and a few rigging scripts.
Technical Animator : COD2 - MW3 : COD WAW
02/2006 to
03/2012
Infinity Ward / Treyarch
Encino,
CA
Handled all animation and art tools from early post COD 1 assets through the completion of MW3.
Scripted rigs with cloth sim for cinematic scenes.
Batch scripting for upgrading assets throughout the series. Oversaw weapons, vehicles, and character skinning.
Programming C, C++, C#, Unix
2008
UCLA
Los Angeles,
CA
Certificate Programing in C & UNIX / Certificate in Programming C# .NET
Python for Maya
2007
Gnomon
Los Angeles,
CA
Bachelor of Arts:
Computer Animation/Fine Arts
2005
Academy Of Art
San Francisco,
CA
Associate of Science:
Industrial Design, Computer Science
1999
Wentworth Institute of Technology
Boston,
CA