Animation Intern at Insomniac Games
Jun 2021 - Current
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Developed and implemented a combat animation that seamlessly blends the in-game camera to one of four predetermined cinematic cameras when the animation plays in game.
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Collaborated with the design team to create systems in the game engine that procedurally generates animation based on physics.
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Worked with proprietary tools to assemble, organize, and link to engine animation scenes with character mocap data baked to rigs and props in their proper environments to send to outsource.
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Utilized Jira, Shotgun, Excel, and daily standups to problem solve, address notes/feedback, and share information related to assigned tasks with the animation teams.
Animator at Falcon's Creative Group
Jan 2021 - Apr 2021
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Animator on 8 episodes of the first season of Mattel's "Enchantimals: Sunny Savanna."
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Cleaned and manipulated motion capture data of anthropomorphic characters to achieve desired performance while maintaining the integrity of the base mocap data.
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Produced custom animation on stylized animal characters to match visual direction of the show.
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Utilized Shotgun and daily standups to interact with client, production, supervisors, and team to problem solve, address notes/feedback, and share information related to assigned tasks.
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Met tight deadlines in a timely manner while addressing notes/feedback from client and team.
Animator at Glass Cat Studios (True Mechanics)
Aug 2020 - Dec 2020
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Created 20+ animations/character poses that easily transferred to multiple characters.
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Ensured procedural technical constraints were met while integrating animations into UE4.
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Drove animation direction while keeping true to the character concept and background development.
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Created an animation style guide and range of motion document.
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Collaborated daily with artists, designers, and programmers and applied critiques to animations in progress.
Animator at Axolotl Productions (Izcalli of the Wind)
Dec 2019 - Aug 2020
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Developed and defined main character personality as the sole animator on a hoverboard game with a team of 16 interdisciplinary developers.
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Iterated with rigger to develop a character and prop rig that accounted for unique needs of hoverboard functionality while allowing for development of character personality.
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Established state machine and imported animations in UE4. Worked with Programming Lead and Tech Artist to develop state machine event graph.
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Built upon animations based on regular feedback from Art Lead.
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Consistently provided accurate time estimations for tasks.
Animator at UCF FIEA (Over the Garden Wall VR Experience)
Jan 2020 - Aug 2020
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Adapted to existing art style of a team of six other artists when added to the team three months into development.
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Adjusted animation process to accommodate ball-in-socket feature utilized to attach the character rig's head to its body.
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Hand-keyed facial expression and dialogue animations.
Animator at UCF FIEA (Elevate)
Oct 2019 - Nov 2019
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Developed a prototype of a 2.5D side-scrolling platformer within a two-week time restriction on a team of five.
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Independently discovered and resolved technical issues with character rig.
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Modeled, rigged, and animated a multi-paged book used for the opening cinematic of the game.
Skills
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Hand-keyed 3D Animation
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Motion Capture Animation
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Motion Capture Cleanup
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Animation Pipeline
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Game Engine Implementation
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Animation State Machine
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2D Animation
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Rigging
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3D Modeling
Education
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University of Central Florida
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M.S. Interactive Entertainment
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Aug 2019 - Dec 2020
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GPA 3.85
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University of Florida
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B.A. Digital Arts and Sciences
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Aug 2017 - May 2019
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GPA 4.0 - Summa Cum Laude
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Software
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Autodesk Maya
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Autodesk MotionBuilder
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Adobe After Effects
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Adobe Premiere Pro
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Adobe Photoshop
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Adobe Illustrator
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Unreal Editor 4
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Unity 3D
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Perforce
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JIRA
Accomplishments
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Motion Capture Certification
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FIEA Studio 500
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Nov 2020
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Shipped Izcalli of the Wind
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Axolotl Productions
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Aug 2020
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"Best in Interactive Media"
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2019 Digital Salon
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Mar 2019
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