I’m a Seattle area based technical artist who finished studying at DigiPen Institute of Technology, specializing in Technical Art for Rigging and 3D Animation. My focus is in the video game industry, but my discipline is applicable for other animated media as well. Technical art has been a great fit for me as someone who came from an engineering background. And after trying my had at animation, tech art is the perfect mix! |
EXPERIENCE |
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EDUCATION |
TEAM PROJECTS |
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Enooom
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Opera Haus
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K.O. Radio
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Bear Metal 2046
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Animator for the third-person shooter Unity game. Animated the main character and the boss. Joined team later into its development to remake all animations to polish for the game to ship. Recreated the asset spreadsheet for animations, and help troubleshoot issues regarding rigs and Unity integration.
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Lead Animator for a Master's Thesis with a team of 22 people and managed animation work between 5 people. Additional lead responsibilities include asset organization, and coordinating with modelers, riggers and programmers to get animation assets in game.
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TOOLS |
AUTODESK MAYA
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Rigging
With a decent background with animation, I know what is expected of rigs and other features that will help workflow of animators.
Features I'm familiar with are:
Animation
I have experience creating 3D character animation for physicality and dialogue. I have used the game animation pipeline to create assets for multiple team projects. Proficient with the principals of animation, being able to incorporate them to make convincing animations. Modeling
I understand the retopologizing process very well and the importance to have useful edge loops for deformations in animation and polygon efficiency. I can create other simple geometric assets as well. |
GAME ENGINES |
Unreal
Created a solo game project using Unreal Engine to showcase my robot rig. Created animation and character blueprints. Blueprints include state machine blending and animation notify events are used to make animations behave correctly. Lirica, my 3D Junior game uses the Unreal Engine (v4.22.3). I test all the animations and rigs in engine before handing them off to the programmers to be implement into the project. Unity
Until You Wake is the senior game project made in Unity (v2019.3.15). I was not too involved in the engine side of things as I was just making animations. I hope to explore it more in the future. Slipspace
Engine that runs Halo Infinite. Picked up this triple 'A' game engine, fixed bugs and tuned assets. Created rig assets for test implementation. |
Misc.
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2D Programs
Esotiric Spine - Animation for 2D games. From Photoshop concepts, rigging animation move sets, and exporting spritesheets. Used to create the animations for my Sophomore game, Crossbeat, at Digipen. Storyboard Pro - Creating simple storyboards and timed animatics. Adobe Products - Like any art student, I have experience with adobe products.
Future Ambitions
Python - Currently taking classes to learn python and have future projects in mind to gain further experience in the programming language. SideFX Houdini - I plan to take classes for Houdini for procedural animations, crowd simulation and other specialized rigging techniques in Houdini. Blender - I want to learn Blender to the same extent as Maya to further expand my skill set. |