Experience:
Ridgeline Games (EA), Animation Director (April 2022 – Present)
- Establish animation vision while upholding the creative and franchise direction of the product
- Oversee and drive animation and cinematic pipelines
- Collaborate with art, design, audio, engineering, and narrative leadership to define animation features for gameplay systems and cinematics
- Set high level goals and planned production schedule for animation team
- Recruit and build animation team
- Manage, mentor, and give regular critiques to the animation team
- Facilitate alignment, visibility, and collaborated with cross-studio dev partners
- Research animation tech and worked with partners on facial animation tech for our content pipeline
Polyarc, Principal Animator (December 2020 – March 2022)
- Keyframe animation for story moments and enemies
- Animation implementation using animation blueprints
- Drove animations for the inventory system
- Managed senior animator
- Shipped:
- Moss 2 (PSVR, Quest) – March 2022
V1 Interactive, Animation Lead (December 2019 – November 2020)
Animator (October 2016 – December 2019)
- Keyframe animation and mocap clean-up
- Implemented and prototyped animations in UE4
- Established animation/mocap/cinematic pipelines for studio
- Developed and researched workflows for animation
- Shot and acted with in-house mocap Vicon system
- Build animation team and mentor animators
- Scheduled animation team’s work
- Provided feedback to both animation team and cinematic outsource
- Shipped:
- Disintegration (PS4, Xbox One, PC) – June 2020
Camouflaj, Senior Animator (May 2016 – August 2016)
- Keyframe animation and mocap cleanup, prototyping/research for projects and animation pipeline
5TH Cell, Senior Animator (October 2015 – March 2016)
Animator (October 2014 – October 2015)
- Keyframe animation for in-game characters, prototyping, and implementation for “Anchors in the Drift” project
Sucker Punch Productions, Senior Animator (February 2012 – August 2014)
- Keyframe animation for in-game characters, mocap cleanup, camera animation, implementation
- Shipped:
- inFamous: First Light DLC (PS4) – Aug. 2014
- inFamous: Second Son (PS4) – March 2014
Bethesda Game Studios, Animator (September 2009 – February 2012)
- Keyframe animation for in-game characters, mocap cleanup, rigging, skinning, and implementation (using Havok Behavior Tool)
- Shipped:
- The Elder Scrolls V: Skyrim (Xbox 360, PS3, PC) – Nov. 2011
Vicious Cycle Software, Animator (July 2006 – August 2009)
- Keyframe animation for in-game and cinematics, mocap cleanup, camera layout/previs for cinematics, rigging, skinning
- Shipped:
- Matt Hazard: Blood Bath and Beyond (PSN, XBLA) – January 2010
- Eat Lead: The Return of Matt Hazard (PS3, Xbox 360) – March 2009
- Ben 10:Alien Force (PS2,Wii,PSP) – October 2008
- Dead Head Fred (PSP) – August 2007
- Flushed Away (PS2,GC) – Oct.2006
Vicious Cycle Software, Junior Artist (June – Aug.2005)
- Lip sync, keyframe animation of background characters, model/texture/animate props
- Shipped:
- Dora the Explorer:Journey to the Purple Planet (PS2,GC) – Oct.2005
Education:
Animation Mentor, Advanced Character Animation Studies
(2009 – 2011)
Savannah College of Art and Design, Bachelor of Fine Arts in Animation (2002 – 2006); graduated Magna Cum Laude
Skills:
- Software: Maya, MotionBuilder, 3ds Max, Photoshop, Unreal Engine 4, Unity, TVPaint
- Additional Skills: Facial animation, Motion capture systems/shoots, 2D animation, storyboarding, life drawing