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 animationβs 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