It’s the mixture of traditional art and technical complexity that I’m attracted to in game development. I enjoy problem solving; and even more so when the end result is something viscerally amazing.
Passionate about video game development and entertainment technology, I've put a great deal of time into learning how the entire content creation pipeline works on both a creative level and from a technical point of view.
To animate is to bring to life; I bring the characters in video games to life, and I love what I do.
As the lead technical artist, I am responsible for the development pipeline of over 70 characters and 40 different character rigs as well as a variety of other animated assets.
Primary duties include:
Topology corrections and clean-up of delivered art assets
Creation of skeletal hierarchy and skinning
Creation of custom animation rigs
Animations for all characters and animated props
Organization of animation sets and characters
Game design and testing
Modelling and texturing basic characters as reference for character artists
Work closely with character and prop artists to ensure art assets meet required specifications