BIO
Passionate game developer with ~20 years of experience. Looking to advance my knowledge and help make great pipelines.
PipelinesPythonAnimation systemsRiggingDynamicsLayered materialsFPSML
CoffeeFoodHikingCampingDesigning and printing electronicsDogsML
Experience
2025 – 2026
Ghost Story Games: Judas
— Technical Animator and Pipeline Developer 2025 – 2026
ToolsCharacter DynamicsControl Rigs
Unreal Engine 4MayaPython
- Created tools for animation development.
- Created generic P4 Maya tools to assist development.
- Created character dynamics and control rigs.
2022 – 2025
Call of Duty: Black Ops 6
— Senior Character Technical Artist 2022 – 2025
RiggingPipelineToolsCharacter Dynamics
Call of Duty EngineMayaPython
- Worked with art, code, and animation to design and create a new rigging and integration pipeline for weapons.
- Various other tool projects to assist development for characters, weapons and animation.
- MP Operator, joints, physics, weights and integration.
- Zombie character joint, physics, weights and integration.
2011 – 2022
Cancelled Project
— Lead Technical Artist 2019 – 2022
PipelineToolsRiggingAnimation SystemsMaterials
Unreal Engine 5MayaPythonSubstance PainterModo
- Common character biped rig.
- Tools and scripts to support rigging and animation.
- Weapon/Equipment rigging foundation.
- Designed and supported character, equipment, and weapon art workflows.
- Helped programmers take over animation programming.
- Helped define art requirements to programmers building art based systems.
- Training and supporting rigging technical artists.
- Reviewed and contributed to 1st and 3rd person ABPs.
- Created control rigs for various functionality.
- Defined how we will use simulation for secondary animation for both first and third person.
- Designed an advanced layer based material system.
- Develop creative ways to save on art and animation content without sacrificing quality.
Insurgency: Sandstorm
— Lead Animated Artist 2015 – 2019
PipelineToolsRiggingAnimationAnimation SystemsCosmetic SystemsMaterials
Unreal Engine 43DSMaxMaxScriptPythonSubstance PainterModoZBrush
- Common character biped rig.
- Created the foundation for FPS rigging.
- Created vehicle rigging pipeline.
- Created tools for character animation development.
- Developed guidelines for character art creation.
- Designed cosmetic art system for characters.
- 3rd person ABP - Created event graph and anim graph logic.
- 1st person ABP - Created event graph and anim graph logic.
- Vehicle ABP - Created event graph and anim graph logic.
- Helped design and support a BP based character cosmetic system.
- Communicated with code on how code based art system should function.
- Created foundation for character and weapon materials.
- Managed animated art on a project wide basis.
- Defined what was possible in our time frame and ability to deliver content.
- Supported artists with animation/rigging workflow advice.
- Skin weighted all characters and cosmetics.
- Xsens capture and processing.
- Created/Managed character animation, weapon art and vehicle art.
Day of Infamy
— Lead Animated Artist 2015 – 2017
PipelineToolsRiggingAnimationMaterials
Source Engine3DSMaxSubstance PainterModoZBrush
- Adjusted previous project rigging for FPS and third person.
- Defined/Assisted in workflow for creating weapon and character art.
- Designed baked simulation workflow for FPS weapon slings.
- Developed a layer based third person animation workflow using .qc macro's (unreleased).
- Adjusted previous projects in engine animation setup for first and third person.
- Helped skin weight characters and weapons.
- Assisted animating weapons and characters.
- Created weapon art, and materials for characters.
Insurgency
— 3D Generalist (Freelance) 2011 – 2015
Hard SurfaceFPS AnimationRiggingMaterials
Source Engine3DSMaxQuixelModo
- Pipeline for creating FPS weapons and upgrades.
- Refined existing FPS rigging setup.
- .QC scripts for animated models.
- FPS animation.
- Created and improved weapon art.
2005 – 2015
Killing Floor 2
— 3D Generalist (Freelance) 2012 – 2015
Hard SurfaceEnvironmentMaterials
Unreal Engine 3Modo3DSMaxPhotoshopZBrush
- Created and improved weapon and environment art.
- Assisted in defining synced normal baking workflow.
Red Orchestra 2
— 3D Generalist (Freelance) 2009 – 2011
Hard SurfaceEnvironmentMaterials
Unreal Engine 3Modo3DSMaxPhotoshopZBrush
- Created and improved weapon and environment art.
Killing Floor
— 3D Generalist (Freelance) 2007 – 2009
Hard SurfaceFPS Animation
Unreal Engine 2.5ModoPhotoshop
- Created and improved weapon and environment art.
- Created FPS animation.
- FPS rigging.
Red Orchestra: Ostfront 41-45
— 3D Generalist (Freelance) 2002 – 2005
AnimationRiggingEnvironmentHard SurfaceMaterials
Unreal Engine 2.53DSMaxPhotoshop
- Created and improved weapon, vehicle and environment art.
- Created FPS animation.
- FPS rigging.
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