Resume PDF

To find out more, visit me on LinkedIn.


Seeking an opportunity to utilize and enhance my character animation skills, while working with a team of talented developers in a creative and collaborative environment.


Software: Maya, MotionBuilder, 3ds Max | Engines: UE4, APEX, UE3

Animation Experience

Playground Games – Senior Gameplay Animator on Fable                                                                   March 2021 – Present

NetherRealm Studios – Gameplay Animator on MK11 Kombat Pack & Aftermath                               July 2019 – Feb’ 2021

  • Push motion capture to achieve the established hyperreal style
  • Collaborate with design on the timing of attacks for a better gameplay experience
  • Contribute final quality body and prop animations to Fatalities
  • Manage the development of animation tools created by outsourcers
  • Oversee and test a Motionbuilder to Maya pipeline
  • Training the animation team on more efficient workflows within Maya
  • Assist in R&D on improving systems and animation style on the next game
  • Tasked with bringing others shots to a higher polished state
  • Discuss with the Tech Art team on creating tools and rigs that allow us to animate faster
  • Participate in character animation reviews before they shipped

Avalanche Studios – Animator on Just Cause 4 and DLC                                                                           Jan’ 2017 – June 2019

  • Created a majority of the civilian character animations to produce a living world
  • Cleaned up and polished cinematics to create shippable quality
  • Collaborated with design and environments to shape a metropolis where civilians interact and live
  • Prototyped hand-key animation and integration for new enemy types and flow states
  • Designed previz scenes exploring the differences in personality and environmental layout of factions
  • Worked closely with tech to improve Maya tools and the in-game pipeline
  • Managed the creation of all props that the world sim would use
  • Updated state machines and integrated new animations into the engine
  • Planned internal and external animation milestone deliveries
  • Acted and performed in our in-house Motion Capture suit

Hi-Rez Studios – Associate Animator on Smite                                                                    Aug’ 2015 – Dec’ 2016

  • Created attacks, locomotion, emotes, idles, and transitional animations
  • Animated cinematic sequences promoting new content, including layout and camera
  • Brainstormed and developed personalities of new characters
  • Added flavor and personality for new skins of existing characters
  • Adapted animation sets for remodels of old characters
  • Reviewed animations in engine and fixed bugs for upcoming patches


iAnimate, Online Animation School                                                               

  • Creature Animation Workshop 1 Mar’ 2014
  • Games Animation Workshop 1 Oct’ 2016

Animation Mentor, Online Animation School

  • Diploma in Advanced Studies of Character Animation Dec’ 2013

DePaul University, Chicago, IL                                                                                                      June 2012

  • B.S. in Computer Game Development: Production and Design, 3.5 GPA, Cum Laude

Awards and Honors

            Eagle Scout, May 2004

Dean’s List, Multiple Quarters 2008-2012

iAnimate Creatures Student Showreel – Summer 2013, Fall 2014