Employment |
Blind Squirrel Games, Santa Ana, CA, June 2019 - October 2020
Srnior Character Technical Artist
Drifters (third person shooter) unannounced (side scrolling platformer)
- created and maintained rigs for various characters and weapons
- skinned various characters to skeleton created in Maya, and Max
- set up rigs for animation in Maya
- authored tools for animation and art pipelines using Python, Mel, and MaxScript.
- Managed pipeline for art up-res process.
Framemachine, Santa Monica, CA, October 2018 - Jun 2019
Character Technical Artist (contract)
Mortal Kombat 11 (martial arts fighting) unannounced projects (VR, 3rd person shooter, Cinematic animation)
- created and maintained rigs for cinematic probs and gore fx.
- created and mantained humanoid rigs for animation in cinematics
- skinned various props, characters, gore, and hour glass to skeleton created in Maya.
- set up rigs for animation in Maya and MotionBuilder.
- advanced animation pipeline for Shotgun Desktop
- authored tool for animaiton and character pipelines using Python, and Mel.
Treyarch, Santa Monica, CA, June 2016 - October 2018
Character Technical Artist
Call of Duty: Black Ops 4 (first person shooter) Call of Duty: Black Ops Chronicles (first person shooter)
- created and maintained rigs for humans, zombies, and androids.
- skinned various characters to skeleton created in Maya.
- set up rigs for animation in MotionBuilder
- created physics display tool in Maya that directly coresponed with in game physics.
Ubisoft, Shanghai, China, April 2014 - March 2015
Technical Animator
Far Cry 4 (first person shooter)
- created and maintained rigs for animal and envrionment/destructible objects.
- skinned animal characters to skeleton created in 3D Studio Max.
- set up rigs for animation in MotionBuilder
- created physics bodies and ragdoll systems using Havok.
Spark Unlimited, Sherman Oaks, CA, October 2012 - September 2013
Character Rigger / Tech Artist
Ninja Gaiden Z: Yaiba (3rd person action/platform)
- created and maintained animation pipeline
- helped set up character dismemberment pipeline
- created and maintained python and mel scripted tools for animation and character pipelines which use xml for organization.
- created and maintained rigs for characters, weapons & props, envrionment and destructible objects.
- set up unreal matinee sequences for attract cinematic.
- solved various problems for memory and frame rate issues for gameplay.
- set up custom physics for dangling bits and gore.
Spark Unlimited, Sherman Oaks, CA, May 2011 - October 2012
Character Rigger
Lost Planet 3 (3rd person adventure - Xbox 360, PS3, PC)
- maintained motion capture pipeline
- created various rigs (multi-ped, robot, vehicle, weapons and props)
- set up custom physics asset for characters and creatures
- created and improved mel and python tools for character and animation pipeline
Spark Unlimited, Sherman Oaks, CA, August 2010– april 2011
Contract character TD
Lost Planet 3 ( 3rd person adventure– Xbox 360, PS3 PC )
- created and maintained mocap pipeline
- Aided in set up of motion capture cameras
- Created rigs (biped, multi-ped, mechanical) for animation
- created Mel scripted tools for animation/character pipeline
Heavy Iron Studios, Los Angeles, CA, March 2008 – Feburary 2010
“Associate Character Artist” (character/animation TD)
Wall-E encounters the Wii (T.V. commercial)
- Developed rig for the Wii-mote in a commercial for the Wall-E video game.
Up (Co-op Platform – Xbox 360, PS3, Wii)
- Wrote and supported tools and UI for rigging and animation teams using MEL
- Created and supported various character (quadrupeds & bipeds) and prop rigs
- Developed and maintained pipeline for cinematic scenes
- Achieved proficiency in proprietary game engine editor
Spongebob Squarepants Truth or Square (Platform – Xbox 360, Wii)
- Wrote and supported tools and UI for rigging and animation teams using MEL
- Created and supported various character and prop rigs
unreleased projects ( Xbox 360, PS3, Wii)
- Organized rigging team and workflow for future projects
- Supported existing tools in transfer to Maya 2009
- Created and supported various character, vehicle, and prop rigs
- Created Motion capture rig, pipeline, and tools for Maya
Spark Unlimited, Sherman Oaks, CA, May 2006 – Feburary 2008
Rigger
Turning Point: Fall of Liberty ( FPS – Xbox 360, PS3 PC )
- Promoted from Jr. Rigger to Rigger by Art Leads for quality of work
- Created and supported human, weapon, vehicle, and prop rigs.
- Created and supported MEL scripted tools for production.
- Achieved proficiency FaceFX, MEL, Unreal Engine 3, and Maya .
- Developed MEL driven UI for motion capture
Legendary ( FPS – Xbox 360, PS3 PC )
- Rigged “The Box,” used in-game and in TV commercials
- Created tool for automated rigging over 140 characters
Logocentric Games, Buena Park, CA, Feburary 2005 – Janurary 2006
Intern – Technical Director
Apostle ( 3rd person Action/RPG – PC )
- Created bone structure for main and minor characters
- Used MEL to create expressions and constraints for character control
- Efficiently set up distributed rendering across a network
Art Institute of California – Orange County, April 2003 – March 2006 Tutor
- Tutored in character rigging, modeling clean up, and scene management
- Taught technical direction to students
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