I'm a bay-area artist, animator, professor, designer and programmer.
My 15+ years of professional experience in digital media includes work in film, television and video games, with project sizes ranging from small independent productions to blockbuster hits.
My passion is to create amazing animated, interactive experiences for users in a wide variety of digital mediums, and to teach others to do the same!
Currently developing multiple game projects for a variety of platforms. My first title, Monster Balls, is available on the iTunes and Google Play app stores. Currently designing new products for 2014 while also developing a scalable business structure that will allow for the continuous production of high-quality games.
Instructing and developing curriculum for various CG related classes, including animation, scripting, rigging, motion graphics, and thesis.
Designed curriculum and instructed courses in visual storytelling, game design and 3D character modeling. Developed syllabi, coursework and helped strategize long and short-term departmental growth plans.
Cofounded an independent game studio and coded our first project, Golddigger. Learned LUA coding language, implemented through the Ansca Corona API. Programmed the game from scratch, assisted with art and gameplay direction, and created sound assets for game.
Animated characters for cinematic sequences for the games above.
Designed and directed the production of Puppy Park and Argyle, two independently developed games for the iPhone and iPad. Mapped and tested gameplay using tabletop design methods, created all art and sound assets, and contracted a remote programmer to code the game in Unity. Currently available on the iTunes store.
Instructed both an introduction to Maya and an advanced animation course. Subjects covered included modeling, texturing, lighting, dynamics, rigging, animation, and general Maya workflow philosophies and strategies.
Created body and facial animations for in-game cinematics. Worked quickly and efficiently to produce high-quality shots involving humans and aliens.
Rigged and posed multiple characters for a turn-based tabletop-themed PC strategy game. Developed rigging, posing and exporting pipelines and naming conventions. Previsualized character FX using particle and shader systems.
Conceptualized and visually engineered an MMO-scale state tree using Natural Motion's Morpheme software. Created and maintained animation speadsheets and pipeline documents. Created style-defining character animations for several player-character classes. Assisted in reviewing and directing several of the main character rigs.
Developed the primary look and feel for many of the in-game combat and creature animations. Created numerous character animation cycles, including full combat animation sets for multiple weapon classes and fighting styles. Animated a huge variety of anatomy types, including bipeds, quadrupeds and flying creatures. Assisted with rig design and testing. Provided feedback to animation outsourcers and assisted with cleanup of returned assets.
Rigged and animated characters for a web-based shockwavegame
Animated ninja characters for a confidential project, and various cinematic sequences for the Action Man animated movie. Choreographed several hand to hand and weapons based combat sequences, usingmy martial arts background as a reference, and animated complex dialogue shots involving multiple characters.
Created animation for a high quality film pre-visualization sequence for the film Jumper. Worked remotely, using Softimage XSI and my home computer to create assets and check them into a secure server.
Rigged and animated the character of Murray for a Sly Cooper 2 TV commercial. Developed a squash and stretch rig with facial controls and animated 3 seconds of dialogue in three days.
Choreographed and animated characters for the in-game cinematic sequences of Medal of Honor: Breakthrough.
Developed and created the performances and gestures of photo-realistic digital characters for X-Men 2. Designed and implemented various binding and rigging solutions for multiple characters in a reference-based production pipeline.
Developed syllabi for and instructed the following courses: computer art applications, advanced surface modeling and shading, and 3d character animation I and II.
Computer Art, Savannah College of Art and Design, November 2001.
Art, Virginia Wesleyan College May 1998.