Employment History
Director, Tech Art | Riot Games
2017 - Present
Developed character rigging and animation pipeline tools used by multiple R&D teams within Riot.
Responsible for rigging character assets on Project L as well as building pipeline tools, such as our auto-rigging system and accompanying animation tools.
Responsible for managing tech art team and for driving tech art initiatives on Project L. Working with production and other discipline leads to manage schedule, understand needed features, and build a strong foundation for the project’s development.
Rigged character assets for VALORANT and helped with UE4 support on that project as well as other R&D projects.
Lead Technical Animator | Epic Games
2008 - 2017
Built animation and rigging pipelines for Epic's games and projects during this time (ARTv1 on UE4 Marketplace and ARTv2 on Epic’s GitHub)
Rigged all assets on Gears of War 2, Gears of War 3, Gears of War Judgment, Robo Recall, and many of Epic’s GDC tech demos.
Developed pipeline tools for Epic's Fortnite and Paragon. Rigged many of the initial assets on both of those projects.
Managed a team of other technical animators on Fortnite, Paragon, and Unreal Tournament during the years of 2013 - 2017. Prior to that, I was the sole rigging and pipeline person from 2008 - 2012.
Animator | Monolith Productions
2006 - 2008
Rigged character assets
Took mocap animation to final for enemy characters
Core Competencies
Rigging
Deformation and Simulations
Python
Pipeline Development
Unreal Engine 4 and 5
Education
Associate of Applied Arts | Digipen Institute of Technology
2003 - 2006
Spent two years in Bachelor’s program before switching to the Associates degree and landing my first job at Monolith.
Animation Mentor
2006-2008
Took classes to learn more about an animator's workflow in order to develop better rigs and tools for animation.