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 Custom rig creation (1st and 3rd person, environment, vehicle and object) / Setting deformable mesh weighting
 Python scripting for Autodesk Maya tool creation
 Hand-keyed character animation for games
 Fluent in Maya, Python | Proficient in PyQT, MEL, PyMel, Unreal Engine 4, Unity, Photoshop, Zbrush, 3D Coat, Xnormal
 Experienced in scrum development environments (using revision control systems and project management tools)
 Extremely detail oriented with excellent verbal and written communication skills
 Technical Artist 2/2017 - Present
o Shipped Titles:
 South Park: The Fractured But Whole
o Developing art pipeline tools and extensions with an eye towards usability and efficiency
o Troubleshooting and solving shot specific technical issues in cinematics within Maya and the engine
o Setting up both cut scenes and in-game cinematics, from Maya through engine integration
o Educating artists and engineers in the use of the art pipeline and user-facing engine tools
o Reviewing creative process and identifying opportunities for tool improvements
o Training on-boarding technical artists, including reviewing and critiquing work
o Working with modelers and animators to create art and bring it into the engine
o Providing hands-on support to artists and engineers in regard to asset performance and validation
o Supporting artists at Ubisoft SF, South Park Digital Studios, Ubisoft Osaka, as well as other remote studio locations
o Documenting pipeline and tool development processes
 Associate Technical Artist 03/2016 - 01/2017

 Technical Artist 01/2015 - 03/2016
o Shipped Titles:
 Batman - A Telltale Series  Game of Thrones - A Telltale Games Series
 Walking Dead: Michonne  Minecraft: Story Mode
 Tales from the Borderlands
o Rigged and weighted characters, creatures, vehicles as well as environment and object models
o Constructed facial shapes for expressive characters
o Wrote Python and Mel scripts to streamline art production processes
o Created and implemented in game visual effects using Maya and the Telltale Tool
o Worked with artists and engineers to ensure game assets are up-to-date and working
o Cleaned-up character and environment models, organized art assets, set file naming
o Developed art pipeline solutions and provided Maya and engine support for the Art team
 Technical Animator for "Robo Smash" 09/2014 - 01/2015
o A 3D multiplayer, side-scrolling brawler in which the last man standing wins
o Created rigs / animations for characters in game and implemented animations into UE4 using Persona
 Technical Animator and Artist for "Quetz" 12/2013 - 05/2014
o A first-person puzzle game where the player has the power to re-size the objects in the environment
o Created custom 1st person rig for main character animation, as well as all other rigs for enemies
o Animated all main character movements
 International Game Developers Association - Member 09/2010 - Present
o Member and active participant
Champlain College Class of 2014 iAnimate 10/2017 - Present
Studied Game Art and Animation - Technical Art Focus Animation and Games Principles Workshop
251 South Willard Street, Burlington, VT 05401 Advanced Body Mechanics and Workflows Workshop