OCT 2017 - PRESENT-Animator
Animating WWE Universe and an unannounced project. Using Maya and Unity. All key framed animation of wrestlers performing signature and generic wrestling moves.
Machine Zone - Animator
January 2015 - August 2017
Responsible for the rigging and animation of in game assets for the top grossing apps, Game of War and Mobile Strike. This includes lighting, rendering, final adjustments and adding effects in Photoshop and After Effects. Then manipulating the XML to adjust timing of rendered out png sequences. Main point of contact for both projects and responsible for the multiple pipelines that both games required.
Quarkgames Inc. - Animator & VFX Artist July 2014- Nov 2014
Responsible for the animation and visual effects pipeline. Owning, overseeing and pushing the limits of quality for everything animation or VFX related.
Freelance - Animator
Jan 2014 - July 2014
Creating video game animation assets for various freelance contracts.
Quarkgames Inc. - Animator
Nov 2012 - Dec 2013
November 2012-December 2013
The games 40+ character's animations were tailored to bring out the personality of the race and of the individual unit within its race. From the bravado of the muscular knight, to the spunky, youthful attitude of the elven initiate, or the cartoony squash and stretch of the Chibbet race; I created 3D animations for Champs:Battlegrounds (http://quarkgames.com/champs), a real time tactics game for iOS and Android.
Animations included locomotion, combat, idle and death animations for characters of varying races, background, biped, and quadruped.
In addition to my animation responsibilities, I am responsible for coordinating audio SFX outsourcing; ensuring quality and continuity with project needs, as well as managing freelance animators.
Bigpoint, inc. - Animator
Oct 2010 - Nov 2012
Created 3D animations for the Unity engine for player and non-player locomotion, attacks, interactions, and emotes across a wide variety of character types for browser based games. Animations included humans/humanoids, various animals and monsters. Worked with the art director and lead artist to create an animation style to fit the visual look and feel of the games. Responsible for making sure the animations fit the personality and play style of each character. Genres included third person shooters, dungeon crawlers and MOBA.
Universal Monsters Online May 2012 – October 2012
Collaborated with the lead animator to create an animation style to fit the visual look and personality of each monster. Animated player and non-player locomotion, attacks, abilities, hit reacts, and deaths. Came up with naming convention used for animation assets to maintain clear descriptions so non-animators can easily identify assets. Created and maintained a new excel spreadsheet for tracking each characters animation progress and status through the character pipeline.
Battlestar Galactica Online April 2012
Realistic animations created for bipedal human locomotion, shooting, reloading, and death for third person shooter prototype for a new Battlestar Galactica Online game mode.
The Mummy Online January 2011 – April 2012
Created bipedal and non bidpedal animations for player and non-player locomotion, attacks, interactions, and emotes. Characters included scarabs, camels, raiders and mummies. Created and maintained excel spreadsheet for tracking each characters animation progress for team’s use.
Ruined Online October 2010 – December 2010
Cleaned up outsourced assets that did not meet the team’s needs or level of quality. Created new assets for new characters as development continued. Contributions led to full time employment.
Animation Mentor 2008- 2009
Certificate in Advanced Studies in Character Animation
Expression College for Digital Arts
Emeryville, California 2004-2007
Bachelors of Science in Animation and Visual Effects
Maya (12 years)
Rigging/Character Setup (4 years)
Photoshop (12 years)
3D Animation (12 years)
Unity Engine (8 years)
Game Animation (8 years)
Character Animation (8 years)
Facial Animation (4 years)
Motion Capture (1 year)
Animating has been a lifelong dream for me. Growing up, I didn't have the internet and social media to keep me busy on the weekends. I woke up every Saturday morning to watch Looney Toons. The movies I watched in 90's were the golden age of Disney's animated features. Animation is an amazing art form. To be able fill a character with enough life to have an audience or player forget that it's not real and be drawn in, is a powerful thing.
My understanding of the principles of animation and my experience animating a vast variety of characters enables me to take on any shot or character. My solid grasp of body mechanics not only makes my animation look good, but makes it feel impactful. Having worked in various genres of games from MOBA, third person shooters to isometric dungeon crawlers, I can tailor my animation to best fit the game play and the camera view. I know that there are always ways to make my work better and I am constantly learning and improving.
humans/humanoids, various animals and monsters of all sizes.
Traditionally trained in animation and comprehensive knowledge of the twelve principals of animation.
Experience managing outsoucers and other animators
Excels in production pipelines and team oriented work situations
Excellent communication skills
Comfortable with tech and art related tasks
Constructive use, understanding and abiliy to utilize criticism in a professional manner
Knowlegable in current motion capture techniques and pipeline.
Excellent organizational skills utilized for tracking assets through the pipeline.