Resume
To find out more, visit me on LinkedIn.
Objective
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
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
Education
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