2014 - CurrentGhost Story Games
Lead Technical Artist
Act as part of a core of 12 Irrational employees to launch a new studio whose goal is to create highly replayable narrative games with a small team size.
Create and maintain gameplay systems scripting (player actions, weapons, gameplay and level design support) using Unreal 4's Blueprint system
Work with designers and creative director to find production-efficient and practical ways to solve problems and challenge players, leveraging our toolset to its maximum potential.
Create and maintain AI and Animation scripting (enemy actions, animation, pacing and behaviors) using Unreal 4's Blueprint and Animation Blueprint systems
Own character and animation pipeline. Work with both internal team members and external contractors to meet AAA quality bar needs, supporting through rigging and tools development where needed.
2011 - 2014Irrational Games
Lead Technical Animator
Work as part of an interdisciplinary team to create systemic behavior for Elizabeth companion AI, including placed contextual opportunistic animation, emotion system, and additive audio-based animation system
Own animation content features related to Elizabeth character and act as animation point of contact for troubleshooting Elizabeth
Establish and support flexible camera and character cinematics pipeline
Act as part of the narrative team to create and maintain many narrative cutscenes throughout Bioshock: Infinite using Unreal's Kismet scripting system
Lead a team of technical animators to provide support primarily to animation, character, voiceover, and design departments
Establish procedural facial animation pipeline using FaceFX
Handle motion capture data and retargetting for in-game use
2008-2011Ubisoft Red Storm
Character Lead / Senior Technical Animator
Drive vision, create consistency, and manage production schedules for a team of several character artists
Design character production pipeline and create tools to expedite production process during short production phase
Design character animation pipeline across MotionBuilder and Max
Cinematic Technical Artist
Participate in most phases of 3D pipeline (modelling, texturing, rigging, animating) for pre-rendered and in-game cinematic sequences on a central group supporting all of Midway Games.
Help to establish internal pipelines quickly from project to project, and improve pipelines that already exist
Maintained character pipeline for detailed next-gen game
Created MEL-based animation tools for animators
Inherited and improved previous facial rig to improve performance, animator workflow, and iteration time
2005-2007EA Los Angeles
Responsible for managing animation pipeline: seeing asset production from content creation to Unreal 3 Engine runtime, writing scripts to expedite animator workflow
Character setup: partially responsible for character rig, fully responsible for all weapons, vehicles, and world object rigging and setup
Help with character animation