Award winning animator with a wide variety of skills. Experienced in both cinematic and gameplay animation with strong keyframing ability and motion capture experience. Past work includes short films, feature length films and next gen gameplay animation.
Specialties: Keyframe and motion capture based animation with Maya, Motionbuilder and Unreal and Unity game engines.
Strong traditional and 2d skills include maquette sculpture and physical prototyping.
Developing assets and characters from concept to completed asset, with mesh, textures, rigs and animations in a short development cycle.
Organizing and managing outsource and off site art teams.
Experienced both as an outsource vendor, as well as an outsource customer for both domestic and offshore production.
Develop and create 3D assets characters, sets, props, and tools for healthcare education software. Animate characters, medical instruments and tools for various scenarios and tests performed in the class modules. Create 2D assets such as icons, diagrams, UI images for the software, manuals, and promotional materials.
Animation Director and Outsource Art Lead. Design, animate, implement animation for in house game projects, coordinate outsource talent and assets.
Led team of four animators editing and adding transitions poses to over 500 dance animations for Pipeworks Software's "Dancing with the Stars: Keep Dancing". Animated cameras for dynamic camera system.
Supplied hundreds of icons for scoring and leveling UIs for "Dancing with the Stars: Keep Dancing".
Led team of five animators working on Telltale Games "The Walking Dead". We animated about 50 shots for the series.
Set up the studios Maya, MotionBuilder to Unreal Pipeline. Animated for various studio and outsource projects.
Projects include:
-"Spec Ops: the Line" for 2K Software. Animated characters and vehicles for multiplayer version of the game. Helped develop a "parts swapping" system for varying characters and weapons. Set up chopper attacks and pathing in Unreal Matinee. Created pre-calculated physics for sandflows and building/set destruction sequences.
- "Brothers in Arms Furious Four" for Gearbox Software. Animated characters and developed pre calculated physics simulations for an "on rails" sequence that included the destruction of guard shacks, a tunnel cave in sequence and various destruction of props along the way.
- "Sour Patch Kids: Sour World " for Fuel Industries/BitHeads Software. Created, rigged, animated hero character mesh, bubblegum sentry mesh, flying fire cracker bird, nacho cheese shooter. Rigged and animated "Dolly Doll" boss character.
Direct three animators, one technical animator and one rigging artist in the day to day operation of the animation department. Duties include blocking out critical animations, assigning animation tasks, checking completed animations for style and technical consistency. Work directly with game designers, tech department and level scripters to insure smooth integration of animations from design all the way through implementation into Unreal game engine.
Create shotlists, motionlists, arrange for and direct motion capture shoots at House of Moves, Orlando Florida.