I want to improve the quality and efficiency of animated content for film, television and games, through the development of tools and work-flow innovation.
A digital character's appeal comes from the execution of its shape, motion and story. This unique and amazing art form is accelerated by intuitive tools and well thought out techniques.
Let's Invent smarter, healthier rigging and animation pipeline.
Let's put more appeal in our digital content.
Work History
Technical Art Director
Sledgehammer Games
June 2019 - Present
Foster City, CA
Art Tool and Workflow Development
Super Evil Mega Corp
March 2017 - Present
Artist Workflow Development
CG Supervisor - Rigging, Frostbite Animation and Cinematic
Electronic Arts
April 2012 - August 2015
Vancouver, Canada Area
Worked to develop intuitive Rigging and Animation Content tools and workflows for the users of the Frostbite game engine.
Animation Tool Design
RigMill
August 2010 - April 2012
Designing character animation tools and work-flows to make digital character animation more efficient and intuitive.
student
Animation Mentor
2008 - 2010
Character Supervisor / Rigging Lead LAL TV
Lucasfilm Animation
July 2006 - June 2008
Character Technical Director
Pixar
March 2001 - July 2006
character articulation and pipeline design, character effects.