Rigging Technical Artist at Bungie, backpacker
Responsible for skinning polish, cinematic and prop rigs on Marvel’s Spider-Man and its DLC The City That Never Sleeps. Developed tools using the Maya API that enhanced existing character art and skinning workflows. Also assisted in the development and testing of a modular rigging tool.
Lead Character TD for an unannounced game project. Responsible for the development of body and facial rigging pipelines, animation tools, and tool distribution.
Responsible for the development of a cross-version Picker UI using PyQt and Python. Implemented animator tools such as IK/FK matching and pose mirroring.
Co-developed a Pose Library tool for storing and applying poses onto a model. Responsible for core functionality, which includes writing the keyable attribute values of selected controls to a custom json file format which can be shared to other animators.
Lead Character TD for a student horror game project called The Masque. Responsible for the rigging, skinning, and Unreal implementation of 4 bipedal characters. Developed a modular rigging system that allowed for the copying of character animation across similar skeletons.
Responsible for the delivery of character animation rigs for Maya-side animation. Delivered flexible, ribbon-based character rigs with dynamic FK chain systems. Also responsible for the skinning of characters for Unity and Kinect integration.