As an experienced Technical Artist and Animator, I have created artist and animator friendly tools and pipelines, advanced animation rigs and animations for various next gen titles such as Max Payne 3 and EA's NHL franchise. An expert in animation and game-play systems, Maya and Motion Builder, I pride myself on finding creative ways to push visual boundaries while working within the constraints of the system. I bring a motivated, enthusiastic and friendly personality that delivers top quality assets on-time while helping others do the same.
Four years ago I decided to pursue my passion for programming full-time, during which time I learned various forms of math, including linear algebra, and software engineering in Java and C++. I utilized my experience and knowledge to create an acclaimed new polygonal sculpting plug-in for Maya called WaxLab 3d (waxlab3d.com). I worked with many different API's and open source libraries to create it.
I know that I will be an asset to your team and I believe that my creativity, knowledge and experience gives me a unique vantage point from which to understand and collaborate with both artists and programmers alike.
Work History
Technical Animator
Archiact Interactive
April 2018 - Present
Vancouver, CA
Senior Technical Artist/Animator
SkyBox Labs
August 2017 - April 2018
Senior Technical Animator
Rockstar Games
January 2008 - February 2009
Title: Max Payne 3 (Xbox360, PS3)
Created In-Game Locomotion Animations and Motion Tree logic using proprietary tools for Main Character "Max Payne" and his enemies.
Helped Lead Technical Animator with various advanced animation goals, including groundbreaking locomotion and control that integrates euphoria, a motion synthesis engine.
Managed and Created all MotionBuilder Animator Templates & Rigs for Animation team
Created Motion Builder Tools with proper UI using Open Reality SDK in C++ and Python.
3DS Max Tools using MAX Scripts
Lead Technical Animator
Backbone Entertainment
August 2006 - January 2008
Title: Monster Labs (Wii, DS)
Mel and Python programmer with GUI's for Maya Tools for exporting animations and game levels, batching and pipeline error checking.
Lead a team of technical artists, assisting in personal growth plans.
Created and maintained pipelines, character and facial skeletons and animation rigs, proper conventions to meet engine requirements, game-play animations, in-game cameras, prop models and character skinning.
Designed a system that allowed the animation team to have composite characters made up of 5 parts that animate in unison. To be able to create assets as if its one character not multiple parts. This was all done through the creation of the Part Manager System for Maya, explained in appendix A.
Problem solver and troubleshooter for anything related to in game systems and technical art.
EA
July 2002 - August 2006
NHL 2007: Xbox 360
Worked closely with game play programmers to incorporate next-gen in-game animation system, Ant. Created entire skating locomotion state graph and motion tree using the Ant tool.
Created All Animation files pertaining to Skating, Dekeing, Single Player Checking and Reactions (About 300+ individual Animations).
Motion builder animation templates & rigs, motion capture (.trc) processing to Maya animation (NHL 2004 – 2007).
Created all player and goalie skeletons.
Worked directly with the programmers to improve the quality of the game play.
Assisted in directing motion capture shoots with lead animator
Using Mel & Python Scripting within Maya, created the animation export pipeline, blending tools, animation mirroring, event tagging, hand animation player rigs and much more.
NHL 2004 - NHL 06: Xbox, PS2.
Working with the programmers, designed and animated in-game systems for the NHL Franchise, Fighting (NHL 2004-2006), Shooting (NHL 2004-2007), Skating System (Ant tool NHL 2007), Single and Two Player Checking Animation System (NHL 2004-2006), “Wrap Arounds”. About 1000+ individual Animations
Created two player synced animation pipeline. Splitting up the players and treating them as a single player on export; The game engine would reconstruct the two player scene that came with the animation.
Created & Maintained Maya tools to handle:
All Two Player and Single Player Animation Creation
Stick, Hand and Feet Constraining
Animation Layering
FK/IK Switching and Baking
Asset Management
Cinematic Animator
Black Box Games
March 2000 - July 2002
I worked at the original Black Box Games before they became EA Black Box through merging the companies, from there I worked for EA at the Black box location.
NHL Hitz 2003 (PS2)
Cinematics Animator, 40 Scenes - 3DS Max
Sega Soccer Slam (Xbox, PS2)
Cinematics Animator, 100 Scenes, 3DS Max
Animator
Mainframe Entertainment
October 1997 - November 1999
Animated for the television shows: Reboot Season 3, BeastWars Season 2, Shadow Raiders / War Planets Season 1.