I'm a technical artist with a focus on technical animation, shaders, and asset pipelines.
Brought on initially to tackle ledge-traversal IK, then the scope expanded into full traversal and combat IK systems that were ultimately adopted studio-wide. Architected robust IK solutions for traversal, combat, and uneven terrain, using post-process correctives to handle extreme and demanding poses. Owned the entire IK lifecycle—from early prototypes through production integration, performance tuning, and long-term maintainability—ensuring the systems were both powerful and practical. Worked across studios and stakeholders to package, document, and successfully transfer these systems for seamless adoption by a sister studio.
Designed and delivered scalable hero-shooter animation systems tuned for snappy, competitive gunplay, all while operating under tight runtime constraints. Drove performance gains by optimizing and nativizing animation blueprints, carefully balancing hard budgets with the need for fast, flexible iteration. Expanded shared animation templates to unify logic across 18 playable characters and a wide range of unique weapons, keeping complexity manageable without sacrificing personality. Collaborated closely with design, engineering, and animation to turn gameplay goals into durable, production-ready systems that held up under real-world pressures.
Supported and energized motion capture pipelines end-to-end, diving into nuanced implementation issues and boosting reliability across multiple AAA teams. Built, maintained, and evolved character rigs with a variety of proprietary toolsets across three projects each with its own art style, genre, and technical demands. Worked closely with design, animation, and production partners to push for high polish while consistently hitting milestones. Along the way, strengthened locomotion, procedural animation, and IK systems by chasing down edge cases, improving stability, and making complex systems feel rock-solid in play.
I devised and executed animation pipelines for a stylized musical JRPG, empowering a small team to support an enormous cast of 67 named characters. I built modular rigs for 15 non-human NPCs with highly unconventional body layouts based on combining wild animals with musical instruments with highly exaggerated performance needs. I crafted cinematic workflows for musical cutscenes that seamlessly blended motion capture with hand-keyed animation. Along the way, I authored custom tools that cut the standard time to rig a character start to finish in half, unlocking rapid iteration despite tight resources and timelines.
I diagnosed, debugged, and resolved animation logic and pipeline inefficiencies, improving and iterating on a highly scalable, runtime-ready animation system. I refined animation logic and assets for performance and flexibility, while maintaining and optimizing character and weapon shader logic. Through hands-on runtime profiling, I continuously tuned GPU and CPU performance, creating and maintaining tools and workflows for environment art, delivering smoother visuals and more efficient systems at scale.
I oversaw the development and iteration of visual systems across four demos, while building custom shaders and prefabs that dramatically accelerated designer workflows. I directed a multidisciplinary team delivering polished product demos, consistently hitting milestones and shipping on time. I also created and formalized a robust rigging pipeline, eliminating device bugs and raising overall visual reliability and quality.
I led the artistic and technical execution of an award-winning indie game, earning the 2019 IGDA Award for Indie Game Art. I built and maintained a complete animation pipeline from Maya to Unreal, while creating dynamic VFX woven directly into locomotion, enemies, and the environment to elevate moment-to-moment gameplay. I also established clear project organization, asset standards, and specifications, bringing structure, momentum, and polish to the entire production.
I taught 3D modeling for the university. It's the prerequisite for everything on the visual side of the game design program. While teaching, I saw that the course curriculum was not matching the learning outcomes the university desired. I've worked with the department leads to change the syllabus and make sure students leave with the knowledge they need to excel in the game design program.
Worked with Sky Pulse on their, SHADOWscrapers. It was a small team, so I wore a lot of hats. Primarily, I was in charge of pipeline, character modeling and animation, and engine optimization.