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

Paragon Interactive
2025 – 2026
Ghost Story Games: Judas — Technical Animator and Pipeline Developer 2025 – 2026
ToolsCharacter DynamicsControl Rigs
Unreal Engine 4MayaPython
Contributions:
  • Created tools for animation development.
  • Created generic P4 Maya tools to assist development.
  • Created character dynamics and control rigs.
Treyarch
2022 – 2025
Call of Duty: Black Ops 6 — Senior Character Technical Artist 2022 – 2025
RiggingPipelineToolsCharacter Dynamics
Call of Duty EngineMayaPython
Contributions:
  • 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.
New World Interactive
2011 – 2022
Cancelled Project — Lead Technical Artist 2019 – 2022
PipelineToolsRiggingAnimation SystemsMaterials
Unreal Engine 5MayaPythonSubstance PainterModo
Contributions:
  • 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
Contributions:
  • 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
Contributions:
  • 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
Contributions:
  • Pipeline for creating FPS weapons and upgrades.
  • Refined existing FPS rigging setup.
  • .QC scripts for animated models.
  • FPS animation.
  • Created and improved weapon art.
Tripwire Interactive
2005 – 2015
Killing Floor 2 — 3D Generalist (Freelance) 2012 – 2015
Hard SurfaceEnvironmentMaterials
Unreal Engine 3Modo3DSMaxPhotoshopZBrush
Contributions:
  • 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
Contributions:
  • Created and improved weapon and environment art.
Killing Floor — 3D Generalist (Freelance) 2007 – 2009
Hard SurfaceFPS Animation
Unreal Engine 2.5ModoPhotoshop
Contributions:
  • 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
Contributions:
  • Created and improved weapon, vehicle and environment art.
  • Created FPS animation.
  • FPS rigging.