I'm an experienced Technical and VFX Artist with a focus on efficient shader development, VFX, and animation. I am also a capable character rigger, illustrator, and team lead. My passion lies in creating exceptional experiences for players, and helping my team make them a reality through advising on best practices, identifying performance bottlenecks, and creating workflows for artists.
In addition to my technical skill set, over the past thirteen years in the games industry I have experienced live operations, taking projects from inception to launch, and also managing teams of artists. Learning is a constant for me, and I am picking up new tools and techniques all the time so I can push my craft even further. Let's chat and see how I can help your team!
Oversaw and created VFX, shaders, art pipelines and character rigs for multiple released and unreleased projects, as well as coaching and support for art team.
Other titles held at Hyper Hippo: Sr. Technical Artist, Art Manager, Sr. Art Manager
Liaison between tech, animation and production stakeholders. Familiar with Agile development. Oversaw all aspects of gameplay and character animation and VFX for Club Penguin Island, as well as simultaneous production on two unreleased titles. Self taught basic C# scripting and CG shader language.
Software used: Unity, Maya, Photoshop, Monodevelop, Flash
Full keyframe animation as well as animation over motion capture for Barbie and Max Steel properties.
Software used: Maya, XSI
MySQL, Javascript, HTML. Designed and built interface for employee feedback over company intranet.