resume


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