CREATURE ANIMATION SUPERVISOR at BIOWARE  (Dragon Age 4)

October 2019 - Present

  • Created distinctive creature animation style guides and led team in tone consistency throughout the project

  • Mentored junior animation teammates in craft and career development while leading team animation reviews

  • Crafted both keyframe and mocap-based characters across a myriad of physiques and gameplay contexts

  • Defined realistic creature animation workflows and production phases from initial design to shippable quality

  • Planned and maintained creature animation’s realistic capacity and scope in partnership with other leadership

  • Delivered efficient gameplay content through effective iteration, in-game implementation, and timely animation polish

  • Collaborated closely with art and design leadership to shape production processes with a holistic, multi-disciplinary focus

  • Directed large motion capture shoots, modeled use of individual suit capture for effective gameplay prototyping

SENIOR GAMEPLAY ANIMATOR at BIOWARE (Anthem)

August 2018 - October 2019

  • Utilized both keyframe and mocap data to execute on realistic-but-stylized animation direction

  • Fully implemented animation data in engine, including animation systems housing the content

  • Teamed up with tight-knit, multi-disciplinary strike teams to quickly design and iterate on live content

LEAD ANIMATOR at HI-REZ STUDIOS (Paladins)

March 2018 - August 2018

  • Built a cross-discipline communication culture to support the fast-paced development patch cycle

  • Created stylized, keyframed first and third-person animations for a diverse character lineup in 3ds Max

  • Directed champion animation tone and united character creation disciplines for cohesive character presentation

  • Managed and uplifted 6-person team of animators and technical artists

ANIMATOR at HI-REZ STUDIOS (SMITE, Paladins)

December 2015 - March 2018

  • Delivered 7 SMITE gods and 18 Paladins champions with stylized keyframe animations in 3ds Max

  • Initiated cross-department improvements to character rig defaults

  • Guided department through establishing a motion-capture pipeline

GAMEPLAY ANIMATOR at EA TIBURON (NBA Live 15, NBA Live 16)

March 2014 - December 2015

  • Shaped motion-capture into realistic animation style in Motionbuilder

  • Led animation portion of Pre-Game feature re-design for NBALive16

  • Mentored, managed tasking, and guided animation polish for contract animators

  • Teamed up with engineers and designers to develop tools/prototypes for workflow improvements

ASSOC. ANIMATOR at TRENDY ENTERTAINMENT (Dungeon Defenders II)

September 2012 - March 2014

  • Keyframed 60+ diverse characters in Maya within cartoon animation style and tight deadlines, implemented in Unreal 3

  • Initiated exploration into different animation implementation for better animation quality

EXPERTISE + SOFTWARE

  • Autodesk Maya, 3ds Max, Motionbuilder

  • Keyframe and motion-capture animation

  • Animation implementation and pipeline

  • Animation mentorship and leadership

  • Singing sad songs at karaoke night that really ruin the mood