Professional Experience
PlayStation Bend Studio | Bend, OR (Remote)
Animator | March 2022 – June 2025
- Designed a modular weapon animation layering system to support 100+ unique weapons, which was implemented by engineering and significantly reduced asset bloat.
- Created detailed weapon handling and ADS (Aim Down Sights) locomotion animations to drive core combat mechanics.
- Selected by Game Directors to storyboard and previz gameplay sequences (combat & abilities), effectively bridging the gap between Design intentions and Art/Animation execution.
- Collaborated with the Narrative team to define story beats, storyboarded sequences, and directed and cleaned up motion capture to deliver high-quality in-game cinematics.
First Contact Entertainment | Santa Monica, CA
Senior Animator | January 2019 – February 2022
- Created animations with a ‘tacti-cool’ aesthetic, blending hand-keyed weapon mechanics with motion-captured locomotion for a snappy, responsive feel.
- Scripted custom Python/MEL tools to automate scene setup for complex NPC breach sequences, ensuring pipeline consistency and reducing setup time.
- Rigged characters and weapons, and implemented AnimDynamics systems for secondary motion physics.
- Owned the production of marketing cinematics from ideation and storyboarding to final layout, animation, and rendering.
Magnopus | Los Angeles, CA
Animator / Rigging Artist | April 2017 – January 2019
- Served as Lead Animator on Blade Runner 2049: Memory Lab (Clio Award Winner & Emmy Nominee), establishing the end-to-end rigging, animation, and motion capture pipeline.
- Directed, performed, and cleaned up motion capture, supplemented with hand-keyed animation.
- Rigged over 24 characters and integrated all animation assets directly into Unreal Engine Sequencer for gameplay-triggered events.
- Responsible for rigging and animating interactive environments and UI elements for CNN VR.
Section Studios | Los Angeles, CA
Animator / UI/UX Designer | May 2016 – February 2017
- Animated a diverse range of assets including bipedal humanoid and alien characters, winged creatures, quadrupeds, and colossal titans.
- Transitioned to the UI/UX team upon animation wrap, designing game flow and interfaces for the hit mobile title House Flip.
Skills and Software
Core Competencies
Keyframe Animation, Mocap Cleanup & Editing, Combat/Melee Systems, Locomotion, Cinematics/Cutscenes, Previz/Storyboarding
technical animation
Bipedal/Quadruped Rigging, Weapon Rigging, Skinning/Weight Painting
unreal engine 5
Animation Blueprints, State Machines, Control Rig, Sequencer, Blend Spaces, AnimDynamics
Software
Maya, MotionBuilder, Blender, Photoshop, After Effects, Premiere Pro, JIRA, Perforce (P4V)
Education
Gnomon School of Visual Effects | Hollywood, CA
Certificate in Digital Production for Entertainment | 2016 – 2017
- Focus on 3D Character Animation, Creature Animation, and Technical Art fundamentals.
- Co-Founder and President of the Student Animation Club; organized monthly industry guest lectures and soft-skills workshops.