3D Character Animator
San Francisco, California
3D: Maya (20+ years)
Motionbuilder (+4 years)
2D: Photoshop (18+ years), Illustrator (9+ years)
Compositing: After Effects (9+ years)
Human Facial Animator
META Reality Labs
2021 11 - 2022 04
As an Animator, my primary focus is on crafting photorealistic human facial animations, which are primarily used for machine learning and artificial intelligence applications. Utilizing my skills in Z-Brush, I meticulously create intricate human features like wrinkles, pores, and other signs of aging to achieve a lifelike 3D model. My expertise lies in adding precision details and creating animations that are of exceptional quality. My ultimate aim is to achieve a level of human form replication that is indistinguishable from reality.
Senior Cinematic Animator
SONY: Counter-Punch Studios
2021 07 - 2021 10
Shipped AAA Title: Horizon Forbidden West
In my previous role as a Cinematic Animator, my main responsibility was to refine Motion Captured animations to achieve the highest quality standards for stunning cinematic performances. My expertise primarily focused on body mechanics and facial animations, which were crucial to deliver an authentic and realistic entertainment experience. I was deeply committed to perfecting these elements to ensure the highest possible quality for every project
MoCap Specialist / 3D Gameplay Animator
2019 05 - 2020 09
Shipped AAA Titles: NBA 2021, WWE 2020 and more.
In my role as an Animator for WWE 2020, I had the opportunity to work with a diverse cast of exciting characters, with many big-contact interactions between them. My focus was on creating high-impact animations that showcased each Superstar's signature moves. Leveraging my expertise with MotionBuilder and motion-capture data, I fine-tuned each move to achieve a realistic "hard-hitting" effect that would resonate with fans.
Additionally, I worked as a MoCap Specialist for NBA 2021, where I was responsible for several aspects of the animation pipeline in the Mocap Studio. My tasks included processing data to create high-quality animated characters, cameras, and props. I approached every project with a keen eye for detail, ensuring that the final output met the highest possible standards.
Warner Bros. Games, SF
Mobile Title: Harry Potter: Wizards Unite
In my previous role, I utilized animation-ready characters and combined hand-keyed animation with motion capture data to produce character animations for Harry Potter: Wizards Unite. As the custodian of these iconic characters, it was my responsibility to stay true to their personalities and characteristics as depicted in the books and movies.
Given the immense popularity of the Harry Potter franchise, I was deeply committed to creating animated performances that were faithful to the idiosyncrasies, mannerisms, and personalities of their literary and cinematic counterparts. These animations were integrated into Augmented Reality (AR) and had to be flawless from all angles and distances, so attention to detail was critical. My ultimate goal was to deliver animations that immersed users in the magical world of Harry Potter and left a lasting impression on fan
MZ (Machine Zone)
Released Mobile Titles:
- Mobile Strike
- Game of War
- Final Fantasy XV: A New Empire
As a 3D Artist, my primary focus was on creating high-quality 3D ads and commercials to showcase current and upcoming mobile games. I contributed to promotional trailers, commercials, and static marketing collateral, ensuring that the animations were of exceptional quality across a diverse set of content, ranging from humanoid characters to creatures and vehicles.
I worked closely with Technical Artists to troubleshoot rig or skin-related issues, ensuring that the animations met the fidelity and design expectations. Collaborating across the CG team, I delivered high-quality videos that surpassed expectations. Working with a team of talented artists, compositors, animators, effects artists, and engineers, we produced multiple projects in a fast-paced environment, pushing the boundaries of cutting-edge visual marketing.
Digital Asset Administrator & Sound Asset Administrator
Title: Star Wars: Rogue One (Film) 2016
I worked with the production team to receive, categorize & archive top-priority files associated with Lucasfilm & Rogue One. I created accountability reports for management. Using Excel, I create spreadsheets to effectively categorize all information regarding each asset. I created a database to present assets to the production team. I was also the contact person for audio requests for licensed products for toys, commercial ads, and television.
Redacted Studios LLC
Shipped AAA Title: Afro Samurai 2: Revenge of Kuma (PC, Xbox One, PS4) 2015
As a Lead Animator at Redacted Studios, my primary role was to oversee a team of Animators and ensure that they maintained the look and style of animation consistent with our vision. In collaboration with the Producer, I directed 3D animations for cutting-edge mobile games, planning scenes, character movement, and visual direction to bring our concepts to life.
In addition to my management responsibilities, I was also involved in the creative process. I animated 3D characters in cinematic scenes, leveraging my skills to create compelling animations that resonated with our audience. I also contributed to the project's design and development by creating 2D graphics for concept and in-game assets.
Overall, I played a critical role in driving the success of our projects, utilizing my leadership skills and creative expertise to deliver high-quality animations that exceeded expectations.
Shipped AAA Title: Tomb Raider (Xbox 360, Playstation 3) 2013.
I animated realistic movements of Lara Croft as well as many of her deadly enemies. I followed the Animation Leads direction to create high-quality in-game character animations. I worked closely with the Art Director as well as design, animation, and audio leads to improve the readability of visual storytelling. I balanced quality with efficiency when working under tight deadlines. I also followed and maintained pipelines and technical requirements.
Namco Bandai Games
Shipped AAA Title: Splatterhouse (Xbox 360, Playstation 3) 2010
I was a Cinematic Animator and created compelling cut scenes with excellent pacing, acting, and timing used for in-game animations. I worked with the Animation Team and Animation Lead to create animations used in cinematic cut-scenes as well as many in-game character animations. I created multiple in-game animations for enemies' attacks and hit reactions. I constructed animatics that effectively developed the pacing and tone of the cinematic sequences through the use of storyboards, temporary motion data, audio samples, and 2D/3D content. I also crafted compelling scene layouts, actor and camera staging (with motion and pacing) which complement the story.
2009 - 2009
Pixar Animation Studios
3D Character Animation classes with Michal Makarewicz
2005 - 2007
Academy of Art University
2002 - 2003
Vancouver Film School