I am a freelance Technical Artist and Animator who has seen every aspect of the process across a wide range of fields including video games and film and company sizes from studios of several hundred to a small handful. I have been responsible for the creation and maintance of complex animation rigs capable of using user images to deform facial structures as well as bone and blend shape based deformation systems for bodies. I am comfortable working with a rig with as few as 1 or 2 joints or up to 100+ joints for just the face and more!I also develop tools for the team including a batch file exporter to skin and export hundreds of files automatically saving artists on the team hundreds of hours to focus on the more important aspects of development! I have also began developing new Houdini based solutions to help artist in a suite of different programs via Houdini EngineYou can also regularly find me poking my head into the Environment Team working to build out houdini tools and solutions to proceduralize workflows and help artist do what they do with less road blocks, make amazing worlds! When I'm not at work you can find me blowing glass or working on one of a million side projects of mineMy project history includes: Guild Wars 2, King Richard, Spiderman: No Way Home, Thor: Love and Thunder, Red Notice, Dr. Strange and the Multiverse of Madness, I am Groot, Vingo (Fitness Application Beta), and more! Skills:Hand Key AnimationMocap clean upATOMS Crowd SimulationPython/Mel/Pymel ScriptingRagdoll physics set up and simulationUnreal Engine 4/Unity experienceRiggingFX animation and Maya particle systemsSideFX HoudiniTechnical ArtVellum simulationOpen to roles that are Remote, as well as Hybrid/In Office with relocation assistance
Listed skills include Character Animation, Animation, Management, Office Administration, and 24 others.