My experience in all types of production has been very diverse. Everything from stage production, motion capture, animation, video editing, game testing, design and more.
Specialties: Many years of Windows and Mac OS experience. Software experience over the years includes Maya, Photoshop, Final Cut Pro, After Effects, Perforce, Excel, Confluence, Jira etc... Ability to adapt quickly to new software, including internal toolsets.
Work History
Small Business Owner
BAUER DRONE
December 2021 - November 2022
Bellevue, Washington, United States
Created a small side business to gain more experience/knowledge in the sUAS field. FAA Part 107 certified sUAS pilot
Aerial Drone Services — Visual Inspections, Drone Photogrammetry, Aerial Photography, Videography with Video Editing w/Motion Graphics.
https://bauerdrone.com
Producer
Sucker Punch
November 2011 - December 2021
Bellevue WA
PS4 & PS5, Ghost of Tsushima [9/2014 - 12/2021]
> Include same responsibilities from Second Son/First Light below:
Management of main production tools used throughout the studio. Confluence, JIRA, Watch (internal video sharing web app), and various other production tools.
Managed a new HMC (head mounted camera) pipeline used during our normal VO sessions.
PS4, inFamous Second Son & inFamous First Light [10/2011 - 9/2014]
Motion capture production. Working with Digital Domain, we built a unique pipeline to track and solve facial motion data, at the same time as we capture body. Attend all motion capture sessions in LA, managing the schedule, shot lists and set construction.
Helped to build a face pipeline utilizing high resolution 3D FACS scans of actor faces.
Produce all english VO sessions, and all dialog localization across Sony internal teams.
Manage our dialog and text database(LAMS), used for all languages.
Some production support with our cinematic team
Associate Producer/Game Designer
Sucker Punch
December 2007 - November 2011
inFamous Festival of Blood: [6/2011 to 10/2011]
PSN-PS3 title, Lead mission designer on 4 of the 6 primary missions. Stepped into a lead producer role on project. Responsible for pushing mission assets through the pipeline, management of mission riggers, organization of the localization for dialog and text, managing internal play test builds, manage and assign priority of mission bugs during alpha/beta, and various other large scale tasks.
inFamous 2: [2/2010 to 5/2011]
PS3 title, Designed and managed 70% of the primary story path missions. Design lead and producer for our “parkour” team which authored our in-game climbing and pathing system used for navigation of the city. Designed and also managed the layout of many inFamous collectables, as well as in-game camera volumes and other city system authoring needs. Designer and Producer for the inFamous 2 PSN downloadable demo.
inFamous 2: [6/2009 to 1/2010]
PS3 title, UGC R&D, Member of a small four person strike team, to seek and discover how we could implement "user generated content" for inFamous 2. Helped design and produce working prototypes that we eventually captured as an in-engine demo presentation. Wrote and produced a in-house “trailer” to help explain and frame the "UGC mission creator" idea.
inFamous: [1/2008 to 1/2009]
PS3 title, Designer on main story missions, mostly towards the end of the game. Design lead and producer of our “parkour” team which authored our in-game climbing and pathing system used for navigation of the city. Manage and assign priority of primary mission bugs during alpha/beta. Designer and Producer for the inFamous PSN downloadable demo.
Production Assistant
Sucker Punch
January 2005 - December 2007
Worked on PS2 title, Sly Cooper 3 and preproduction work on a new PS3 IP that would be eventually known as inFamous. Many various tasks included:
Video Production - Video capturing, editing and video asset management as needed.
Marketing Assets - Assets gathered and organized.
3D Maya - Various projects in production.
VO for Sly 3 - Managed all the recorded VO, in-game text, including final localization.
Other random projects, usually R&D or dealing with organizational tasks for different teams.
Quality Assurance
Nintendo
October 2004 - December 2004
QA tester at Nintendo of America. Games Tested: Metroid Prime Hunters Demo: DS, Metroid Prime 2: GameCube, StarFox 2: GameCube.
Quality Assurance
Sucker Punch
June 2004 - September 2004
QA tester on Sly 2 for Sucker Punch Productions
Quality Assurance
Nintendo
July 2003 - May 2004
QA tester at Nintendo of America. Games Tested: Nintendo Puzzle Collection: GameCube, Kirby's Air Ride: GameCube, F-Zero GX: GameCube, Hamtaro - Rainbow Rescue: GameBoy Advance, 1080 Avalanche: GameCube, Custom Robo: GameCube, Donkey Kong Country 2: GameBoy Advance, Mario Vs DK: GameBoy Advance, Kirby’s Amazing Magic Mirror: GameBoy Advance.
Graphic Designer (Flash)
WeC2
January 2000 - March 2001
Ran my own company that created Macromedia Flash content. I did most everything myself, from getting new contracts, to creating the flash content for the clients.
3D Animator
Firehouse Tails Productions
August 2000 - September 2000
Character Animator, Firehouse Tails Productions, Santa Barbara, CA
“ Firehouse Tails ”, Children’s’ television series
Quality Assurance
Mindscape
June 1999 - September 1999
Computer Games Tested: WarHammer40K: Turn based game, Panzer Commander 3D: a 3D-Turn based game, Prince Of Persia 3D: PC. 3D Action/ Adventure. Worked in the offices in Novato CA.
3D Animator
Animationwerks
September 1998 - September 1998
Character Animator, Animationwerks, Santa Barbara, CA
“ M&M’s Paris ”, Halloween Special (Mars/BBDO Paris) Television commercial
3D Animator
Digtial Artworks
March 1998 - June 1998
Character Animator, Digital Artworks, Santa Monica, CA
“ Its True “, Television Pilot