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Projects: Destiny 2: Forsaken (PS4, XBO, PC)
April 2016 - Present
Responsible for hand-keyed animation on multiple "Scourge" AI combatant characters. Technical expertise also included implementation of exported animations into animation behavior trees and statemachines. Spearheaded procedural animation initiative utilizing proprietary engine technology and scripting. Coordinated remotely with primary development studio (Bungie) in Bellevue, WA to ensure consistency and quality.
Projects: Jetpack Fighter (iOS, Android)
October 2014 - April 2016
Primary responsibilities included rigging and animating characters for the mobile game Jetpack Fighter. Additionally, have been instrumental in the creation and implementation of visual effects, character modeling, and UI animation.
Also was responsible for scheduling and managing the JPF content team post-product release.
Projects: StarCrawlers (PC/Mac), Various projects on Sony PlayStation Home (PS3)
August 2011 – July 2014
Animation Lead responsible for the creation of character and environment animations used in newly-revealed original title StarCrawlers, now available on Steam Early Access!
Previous to development of StarCrawlers, my experience at Juggernaut includes no less than two-and-a-half years creating original content for PlayStation Home, including but not limited to: customized full-body locomotion animations, player avatar costumes, companion character creation, and prop/furniture modeling.
Contract 3D Animator
Projects: 2013: Infected Wars (iOS)
February 2011 - December 2011 (11 months)
Rigged and animated a large variety of player-controlled and enemy characters for the intense co-op multiplayer shooter 2013: Infected Wars, a mobile title powered by the Unreal Developer's Kit (UDK).
Projects: Disney's TRON, Toyota Prius/LittleBigPlanet, Ford Sync, Heavy Pin-ups, Heavy Pets on Sony PlayStation Home (PS3)
October 2010 - April 2011 (7 months)
Contracted to create character and environment assets for use in Sony's PlayStation Home. High-profile clients include Disney, Sony Computer Entertainment, and Ford Motor Company.
Responsible for all custom character rigging and animation across all projects in production. Interfaced with and directed a team of artists in a satellite studio in India, providing both animation direction and feedback.
Projects: Chivalry: Medieval Warfare (PC/Mac)
May 2010 - October 2010 (6 months)
Coordinated with an International group of talented individuals on Chivalry: Medieval Warfare (Then in production called Chivalry: Battle for Agatha).
Responsible for animation support, as well as environment asset creation.
Projects: Splatterhouse (PS3, X360)
July 2010 - September 2010 (3 months)
Assisted the cinematics department in compiling animations, environments, and effects and exporting them to the Gamebryo engine.
Projects: Sony PlayStation Home (PS3)
October 2009 - January 2010 (4 months)
Provided optimization, rigging, skinning, and export of outsourced assets into the PlayStation Home engine.