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RESUME

SHIPPED TITLES

 

  • NBA2K16 – NBA2K20

  • WWE2K16 – WWE2K20

 
  • XCOM 2

  • XCOM 2: War of the Chosen

  • MAFIA III

  • EVOLVE

SKILLS

  • Motion Capture

  • Animation

  • Rigging

  • Photogrammetry (3D scanning)

  • Real Time Production 

  • Python

  • HSL and MEL scripting

  • MotionBuilder

  • Maya

  • Blender

  • Motive

  • Wrap4D

  • Vicon Blade/Shogun

  • Faceware

  • Unreal4

 
  • Photoshop

  • Illustrator

  • Premier

  • Perforce 

  • GIT

  • Shotgun

 
EXPERIENCE

 

PRINCIPAL MOTION CAPTURE ANIMATOR

2K GAMES

October 2020 - Present

  • Research and develop new technologies and workflows to improve efficiency for the post processing team.

  • Author documentation, tutorials and training content for post production tools.

  • Work closely with the Motion Capture Tech team in developing and maintaining tools and processes for the Post Production Team.

MOTION CAPTURE PRODUCTION MANAGER

2K GAMES

 January 2019 - September 2020

  • Owned the motion capture pipeline from post-capture to delivery of the final FBX files. Ensured that all assets were delivered on time and final product standards were met.

  • Ensured Range of Motion (ROM) volume was calibrated prior to shoots.

  • Led acquisition for facial scanning and delivered reconstructed heads and texture maps to clients.

  • Guided initiatives to improve team processes and motion capture pipeline workflows by updating tools, methodologies, and documentation.

  • Fostered a team of over 14 with a culture of growth, personal development, and research.

  • Coordinated the progression of each project phase, tracking deliverables and tasks through a combination of G Suite, Gitlab, Monday.com, and an internal database.

  • Effectively and efficiently managed workload by utilizing agile methodologies and multiple external vendors strategically.

  • Maintained cross-functional communication with internal teams, clients, and vendors to ensure alignment on expectations, evaluate project status, and to raise potential issues.

  • Proactively identified and mitigated risks to quickly resolve bottlenecks blocking production. Collaborated with the 3D pipeline engineers and stage technicians to resolve immediate and long-term issues.

  • Tracked and measured quantitative data on the progression of up to 4+ concurrent AAA projects to improve team velocity and productivity.

MOTION CAPTURE ASSOCIATE PRODUCTION MANAGER

2K GAMES

 January 2018 - December 2018

  • Disseminated notes and project requirements to Post Production team.

  • Ensured pipeline tools were updated and deployed via Git based on department standards.

  • Scheduled and organized team meetings before and during motion capture shoots.

  • Tracked assets and ensured final deliverables met quality standards.

  • Liaison for clients and outsourcing vendors.

  • Worked across multiple departments to coordinate team schedules and goals per project basis.

MOTION CAPTURE SPECIALIST

2K GAMES

FEB 2015 - January 2018

  • Labeled, cleaned, and solved motion capture data while retaining motion fidelity.

  • Updated motion capture volume camera system by interchanging cameras.

  • Developed scripts for processing motion capture data using HSL for Vicon Blade.

  • Cleaned up additional skeletal nodes and fixed weight painting on 3D character rigs received for solving motion capture data.

  • Retargeted motion capture data onto character rig using MotionBuilder.

  • Quality checked body data prior to delivery.

  • Tracked and created facial annotations using Faceware and Dynamyxz.

 

CAPTURE SPECIALIST – “EVOLVE”
2K GAMES
JULY 2014 - FEB 2015

  • Posed and staged character actions in-game and within CryEngine.

  • Created assets for loading screens and recorded in-game tutorials for character classes.

  • Rendered characters in CryEngine to produce high quality screens for gaming trade shows.

  • Edited, captioned and exported gameplay footage using Adobe premiere.

 

3D ANIMATOR – “DRIVE ME BANANAS”
PRESS START STUDIOS
SEPTEMBER 2012 – FEBRUARY 2014

  • Responsible for gameplay animation and stress testing 3D game assets.

  • Sketched actions and key poses to visually interpret animation shot list to team.

  • Imported 3D assets and animation into Unity game engine.



ANIMATOR/LAYOUT ARTIST – “BORDERLANDS 2: TALES FROM THE HQ”
2K GAMES AND ACADEMY OF ART UNIVERSITY
MAY 2013 – OCTOBER 2013

  • Blocked-in animations and characters for 30+ shots.

  • Utilized storyboard animatics to frame and adjust timing of shots.

  • Collaborated with storyboard artist to maintain continuity between scenes.

  • Discussed and resolved rigging issues with Technical Lead.

  • Rendered scenes for block in and first pass animations in Maya.


3D ANIMATOR – “OUTER WILDS”
TEAM OUTER WILDS
NOVEMBER 2012 – MAY 2013

  • Developed bi-pedal character and creature control rigs in Maya.

  • Responsible for animating main characters and non-playable characters (NPCs) within the game for alpha release.

EDUCATION

Academy of Art University, San Francisco, CA

Bachelors of Fine Arts in Game Design - May 2013

Concentration: Game animation and rigging

 

 

 

ACHIEVEMENTS/LEADERSHIP

 

  • Independent Games Festival (IGF) Seamus McNally Award - "Outer Wilds," 2015

  • Independent Games Festival (IGF) Excellence in Design Award - "Outer Wilds," 2015

  • International Game Developer's Association (IGDA) Scholar, 2013

  • IndieCade Selection for "Outer Wilds," 2013

  • Game Developer's Conference Volunteer, 2009 - 2019

 

 

 

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