AAA Track Record: Extensive experience shipping titles across PS5, PS4, PC, and VR
Technical Mastery: Expert-level proficiency in Autodesk Maya, MotionBuilder, and UE4/5.
Leadership: Experience leading/mentoring teams of 7+ in-house and external animators.
Specializations: High-end Key-frame and MoCap cleanup, rigging, and cinematic storytelling.
Innovation: Pioneer in AI-assisted workflows for tool creation and MoCap optimization.
Overview
15
15
years of professional experience
Work History
Senior Animator
Meta
Austin, TX
12.2021 - Current
Project Leadership: Oversaw the production of 30 minutes of cinematics and gameplay for the final end-game sequence, ensuring a seamless transition between narrative and play.
Team Management: Led teams of up to 7 animators (in-house and external), providing creative direction and technical mentorship to maintain stylistic consistency.
Pipeline Optimization: Reworked the MoCap pipeline to streamline the workflow from MotionBuilder to Maya; authored comprehensive technical documentation and video tutorials for the team.
MoCap Direction: Directed multi-actor motion capture shoots and managed the full data pipeline—from Xsens raw data to characterizing and retargeting in MotionBuilder.
Design & Artistry: Designed and directed the final boss fight and blocked out major end-game cinematic sequences before handing off to the animation team for final polish.
AI Integration: Leveraged AI to generate custom tools, significantly reducing the workload for Technical Animators and accelerating iteration times.
Animator
Twisted Pixel Games
Austin, TX
08.2018 - 12.2021
Cinematics: Polished high-fidelity character selection intros and cinematic openers for MK1.
Gameplay Animation: Collaborated with gameplay directors to prototype Scorpion’s early animation sets and cleaned up complex Fatal Blows for DLC characters (Rain).
Technical Polish: Worked closely with the cinematics team to refine "Friendship" sequences and in-game combat animations.
Projects: Defector, Path of the Warrior, Mortal Kombat 11, Mortal Kombat 1
Animator
White Moon Dreams
Los Angeles, CA
10.2013 - 07.2018
Team Lead (Undisclosed Project): Spearheaded the studio’s first MoCap integration, establishing best practices for hyper-realistic creature and human animation.
Engine Integration: Integrated animations into UE4, including tagging animation events, audio cues, and setting up sequences in Matinee.
Volume Production: Hand-keyed over 1,000+ in-game animations for Warmachine: Tactics, spanning humanoid, creature, and mechanical rigs.