3D Character Animator
San Francisco, California
3D: Maya (18+ years)
2D: Photoshop (18+ years), Illustrator (9+ years)
Compositing: After Effects (9+ years)
2K Games MoCap Specialist / 3D Gameplay Animator.
2019 05 - 2020 09
Shipped AAA Titles: NBA 2021, WWE 2020 and more.
I was Animator working on WWE 2020. There are a lot of awesome characters using a lot of big-contact interactions with other characters. I am creating high-impact animations that highlight Superstars and their signature moves. I’m using MotionBuilder and working with motion-capture data to fine-tune the moves to feel as hard hitting as the “real thing”.
I also worked as a MoCap Specialist for NBA. I worked on multiple parts of the animation pipeline in the Mocap Studio. I processed data to create hi-quality animated characters, cameras and props.
Warner Bros. Games, SF
Mobile Title: Harry Potter: Wizards Unite
I used animation-ready characters and using hand-keyed animation and mo-cap data, I created character animations for Harry Potter: Wizards Unite. My job was to keeping characters true to their personalities and characteristics as depicted in the books and movies. More information will be made soon.
MZ (Machine Zone)
Released Mobile Titles:
- Mobile Strike
- Game of War
- Final Fantasy XV: A New Empire
I created high quality 3D ads and commercials to showcase the current and upcoming mobile games. I contributed to promotional trailers, commercials, and static marketing collateral. My goal was to creating high quality animations for a diverse set of content, from humanoid to creatures and vehicles. I worked closely with Technical Artist to troubleshoot rig or skin related issues. I collaborated across the CG team to deliver high quality videos that meet fidelity and design expectations. I also worked with a highly talented team of artists, compositors, animators, effects artist, and engineers to create our visions for cutting edge visual marketing. We produced multiple projects in a fast-paced environment.
Digital Asset Administrator & Sound Asset Administrator
Title: Star War: Rogue One (Film) 2016
I worked with the production team to receive, categorize & archive top priority files associated with Lucasfilm & Rouge 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
At Redacted Studios, I managed Animators to stay on model with our look and style of animation. I directed 3D animations used for a cutting edge mobile games. With the Producer, we planned scenes, character movement and visual direction. I animated 3D characters in cinematic scenes. I created 2D graphics used for concept and in-game assets. I contributed directly to project design and development. I also provided quality assurance of all creative deliverables and contributed to the development of the Studio's quality of standards.
Shipped AAA Title: Tomb Raider (Xbox 360, Playstation 3) 2013.
I animated realistic movement on Lara Croft as well as many of her deadly enemies. I followed 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 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-games character animations. I created multiple in-game animations for enemies' attacks and hit reactions. I constructed animatics which 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