I am a passionate and experienced Character TD who has developed, rigged, implemented, and managed multiple characters, creatures, and systems for projects and studios successfully over the last 10 years. I pride myself in attention to detail, problem solving, providing robust solutions, thinking outside of the box, working well within a team environment, finding solutions within a defined scope, and delivering assets on time with a high level of quality.
Work History
VFX Rigger
Laika
January 2022 - Present
VFX Rigger
Laika
January 2022 - January 2024
Principle Technical Animator
illFonic
March 2019 - January 2022
Predator Hunting Grounds
Arcadegeddon
Character TD / Rigger
Bungie
February 2017 - January 2019
Bellevue WA
Destiny 2
Senior Technical Animator / Rigger
Armature Studio
September 2014 - December 2016
Austin TX
Shipped titles:
Recore (Xbox One, Windows 10)
Character TD / Rigger
Disney Interactive Studios
July 2011 - March 2013
Shipped titles:
Epic Mickey 2, The Power of Two
Wii, WiiU, Xbox360, PS3
• Managed over 150 unique characters across all platforms.
• Assisted environment and tech art teams with animated props, collisions, and vfx assets.
• Maintained consistency of characters between Wii and Next Gen console platforms.
• Supported animation team with scripted tools, batch export of animations assets, and workflows.
• Worked with modeling team on issues of topology and deformation.
Freelance Character TD / Rigger
Sixense
January 2013 - February 2013
San Francisco, CA
Character TD / Rigger
Total Immersion Software
July 2010 - June 2011
Shipped Titles:
- PTSD Medical simulator (PC)
- HAPE Medical Simulator (PC)
- DARPA DOGS IED Simulator (PC)
In charge of character rigging, animation, and technical integration of DARPA simulator projects.
Scripted Mel based automated rigging system and Maya to Max motion capture pipeline.
Created motion capture blending rig which allows animators to edit motion capture directly on the character rig.
Developed robust layered facial control system.
Create and maintain morpheme animation networks for character motion in engine.
Direct motion capture actors in shoots for projects.
Support technical art and animation team with problem solving and robust solutions for character related animation systems.
Rigging Instructor
Academy of Art University
September 2008 - May 2011
Instruct undergraduate and graduate level students in character setup and advanced rigging techniques including: working in an efficient production pipeline, organization, thinking outside the box, awareness of anatomy as it applies to deformation and characterization, Maya muscle systems, setup as it applies to animation, and many other aspects important to the creation of easy to use and robust character rigs.
Freelance Character TD / Rigger
Zoo VFX
June 2010 - June 2010
Developed 3 unique rigs for David Attenborough's "First Life" in association with Atlantic Productions and ZOOFX in London.
2 x One-Hour Series for BBC Two, BBC Worldwide and Australian Broadcasting Corporation; Two-Hour Special for Discovery Channel
Character Technical Artist
Sega Studios San Francisco
October 2006 - April 2010
San Francisco, CA
Rigged and maintained over 50 characters and vehicles per project. Rigged facial and full body solutions for motion capture and cinematic assets. Maintained automated rigging system in MEL. Authored destructible assets, collisions, rag-dolls, and interactive menus. Authored Havok behavior state machine networks for runtime characters and assets. Developed FaceFX animation pipeline with multi-language localization. Supported animation, design, and engineering teams with problem solving, robust solutions, and scripted tools.
Flash Developer
Microsoft
1998 - 2000
Authored flash based training demos and prototypes for the Tablet PC User Assistance team, Picture It! CD products, Welcome movie and products' preview. Worked with localization issues and teams.