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.

Shipped Works: