Education
June 2005 Winter Park, FL
Full Sail University
Associate of Science in Computer Animation
Experience
July 2010 – Present
Sony Computer Entertainment of America - Maya TD
Prepared Maya assets for Motion Builder by converting character, prop, and environment hierarchies to usable asset for the Motion Edit team.
Created MEL and Python scripts to improve productivity in daily tasks.
August 2009 – January 2010
Hydraulx - Character TD
Developing and fixing in house tools using MEL.
Ensure the quality of the models edge looping, edge layout and pose to ensure realistic deformations.
Creating digital doubles with anatomically correct bone and muscle structures for high quality deformations.
March 2007 – July 2009
Extra Large Technology - Technical Artist
Character setup, pipeline R&D, cloth and hair simulation for new children's title.
Modeled blend shapes, skinned and rigged characters for the neopets online.
Created tools using MEL to assist artists in creating assets.
March 2006 – March 2007
CDI / Lockheed Martin - Database Engineer
Modeled and textured low poly; characters, buildings, vehicles for Lockheed Martins UKCATT program using MultiGen Creator and Adobe Photoshop.
Responsible for setting up directory structures as-well as UNIX links for formatting our models to be used in our real time engine.
Recently finished working on Lockheed Martins 2006 IITSEC project responsible for developing a workflow to rig and animate 5 characters with 27 animations to be used with rbody and 3D Studio Max.
Projects
Guillvers Travels | Hydraulx - Character TD
Created, troubleshooted and fixed MEL scripts for their in house template/auto rigging toolset.
Setup hero character with custom MEL scripts; Skinned high-res mesh for use with cMuscle.
Release set for December 2010
Avatar | Hydraulx - Cloth Artist
Setup nCloth scenes and adjusted collisions for technical and asthtic quialties.
Took simulated shots and preformed finaling on the cloth if sim errors existed.
Released December 2009
Playmobil : The Secret of Skull Island | Extra Large Tech - Technical Artist/TD
As supervising rigger, created, developed, and troubleshooted character rigs to ensure conformity to our pipeline and quality standards.
Collaborated with engineers to advance the capabilities of their in-house lighting software to make creating richer content easier and the process less constraining on the art department.
Released October 2009
Princess Twins of Legendale | Extra Large Tech - Technical Artist/Cloth TD
Cloth technical director established cloth setups used on main characters in the film and assisted in simulation and troubleshooting.
Specialized in creating quadruped rigs used for the production. Also rigged/skinned several Bi-ped characters with a auto-rig system already in place.
Developed MEL scripts to speed up parts of the cloth pipeline and exporting for their propriety lighting software.
Unreleased
Software | Autodesk Maya : Motion Builder : 3D Studio Max, Adobe Photoshop : After Effects, MultiGen Creator, Apple Shake, Microsoft Source Safe, Perforce, SVN
O/S | Windows, UNIX/Linux, Mac OSX
Programming | C, C++, Obj-C, HTML, CSS, Python, MEL