Working on Destiny. On the specops team I get to wear many hats. I get to create shader fx, particle fx, as well as model hard surface objects, texture, rig and animate them. I also create in game scripts for complex events.
Designer/ CG Generalist
Microsoft
August 2011 - November 2012
I create characters, textures, and rigs for use on Kinect, and new Kinect technologies. I also help with the ideation process and creating compelling storys that are used in demos.
Technical Animator
Viscira
October 2010 - August 2011
I create animations and particle dynamics for use on pharmaceutical images.
character TD/ Modeler
The Core La
October 2010 - December 2010
I created a MEL scripted rigging system to quickly rig Lego Star Wars characters for commercials. The rigs had stretchy limbs ik fk switching on legs and arms, as well as a facial rig. I also riged vehicles and did some modeling.
Hard surface, and Character Modeler
So! Animation
April 2010 - June 2010
Modeling characters, environments, and props for an upcoming indie film. I also created rigs for props and scripts to help with rendering.
Hard surface, and character Modeler
Wine Studio
September 2008 - May 2010
I created characters, both humanoid and animal for a cartoon series in Japan. I also created environment and props, as well as textures.
Modeler/Generalist
So! Animation
2008 - 2008
Instructor
Mildred Elley College
2008 - 2008
Taught Intro to Maya rigging
Character modeling
History of Video games
Generalist
Overit Media
2006 - 2007
Freelance cg artist for various projects
I have worked on and off there since 2005
Modeler/Generalist
VectorMAX
2006 - 2007
I was the lead modeler while at VectorMax.
I worked on a variety of projects from commercials, to cell phone content,
and even full interactive 3d content for cell phones.
The interactive 3d content featured NBA players and used m3g technogy for the rendering engine.