Resume

Senior Technical Animator | Gameplay Systems
Technical Design | Unreal Engine

Printable Resume

Core Skills

Technical Animation

Motion matching • Motion warping • Animation state machines • Procedural animation layering • Physics-driven animation • Runtime retargeting and IK systems • Runtime deformation and secondary motion systems • Animation pipelines and tool development • Character systems, rigging, and retargeting • Control Rig

 Gameplay Systems & Prototyping

Gameplay prototyping • Gameplay Ability System (GAS) • NPC AI (behavior trees, EQS, navigation) • Combat and locomotion system design • Cover and climbing systems • Interaction and conversation systems

 Animation Direction

Animation style direction & visual target development • Motion capture planning, direction, & stunt coordination

 Tools & Engines

Unreal Engine • Unity • Maya • MotionBuilder • 3DS Max • Frostbite Engine • ANT

 Programming & Scripting

Unreal Blueprints • Python • MaxScript • C# (intermediate) • C++ (basic)

 Production Leadership

Team leadership (up to 75+) • Cross-studio collaboration • Pipeline development • Outsource coordination • Animation training & mentorship

Professional Experience

Animation Director – FuzzyBot
Los Angeles, California | January 2021 – April 2026

We Gotta Go (PC)

  • Created and integrated keyframed animations for a majority of player and 20 NPC animation sets while developing supporting gameplay animation systems

  • Designed and implemented NPC systems including animation blueprints, state machines, AI behavior trees, and combat abilities

  • Built player combat systems including attack combos, reactions, locomotion, and emotes

  • Developed hybrid 1st/3rd-person procedural layering system reducing need for duplicated animation sets

Lynked: Banner of the Spark (PS5, Xbox Series X|S, Nintendo Switch|Switch 2, PC)

  • Defined animation style guide and established visual targets for internal and external teams

  • Led development of player combat systems, including weapon combo trees, grapple hook system, special abilities, reaction system, and navigation

  • Owned end-to-end development of all NPC character systems: 56 enemies, 29 mini-bosses, 4 bosses, 175 living world NPCs, and multiple companion NPC archetypes

  • Designed and implemented full gameplay frameworks: animation blueprints, AI behavior trees, EQS/navigation, nav links, gameplay abilities, state machines, and blueprints for projectiles and environmental traps

  • Created living world systems including ambient NPC behaviors, interaction system, conversation system, critter catching and fishing systems

  • Directed boss fight design, animation integration, and gameplay tuning

  • Built studio animation pipelines and tools supporting Maya and MotionBuilder workflows

Technical Animation Craft Director -DICE / Electronic Arts
Los Angeles, California | September 2015-January 2021

Unannounced Multiplayer Prototype 

  • Led development of advanced animation systems including motion matching, motion warping, procedural animation layering, runtime retargeting, and physics-driven character behaviors

  • Motion capture planning and direction for advanced motion matching and stunt shoots

  • Provided technical leadership for the animation team (6 animators, 3 technical animators) across systems and feature development

  • Built animation pipelines and automation tools for MotionBuilder

  • Collaborated with Frostbite engineering team on animation technology and workflow optimization

  • Established animation style guide and motion matching workflows for the animation team

Battlefield 1 (Xbox One, PlayStation 4, PC)

  • Delivered animation system training and workflow support for ANT and Frostbite pipelines

  • Provided gameplay and cinematic animation support at the end of production

Animation Technical Director – Ubisoft Entertainment
Montréal, Québec | April 2013-September 2015

Far Cry 4 (Xbox One, PlayStation 4, Xbox 360, PlayStation 3, PC)

  • Built and maintained animation and rigging pipelines for 75+ animators across multiple co-dev studios

  • Supported gameplay, AI, and narrative animation teams with tools, training, and technical direction

  • Designed and implemented gameplay animation systems including traversal (grapple/climbing), vehicle combat and takedowns, character driving/shooting, and animal locomotion and QTEs

  • Developed runtime animation system for wildlife terrain adaptation and procedural locomotion

  • Implemented real-time deformation systems for animals (loose skin, body fat, and fur), and dynamic parts for secondary motion on weapons and vehicles

  • Managed animation memory budgets and cross-platform optimization strategies

Earlier Experience 
Lead Animator and Senior Animator roles at Day 1 Studios, Electronic Arts Chicago, and Midway Games

Other Shipped Titles

World of Tanks: Xbox 360 Edition • Reign of Thunder • F.E.A.R. 3 • Fracture • Def Jam: Icon • Fight Night Round 3 • Fight Night Round 2 • PSI-Ops: The Mindgate Conspiracy • Mortal Kombat: Deadly Alliance • NBA Ballers • NFL Blitz 20-02 • C.A.R.T. Fury Racing

Education, Speaking & Patents

Bachelor of Science Degree 
Purdue University
Major:  Computer Graphics Minor:  Computer Technology

PROFESSIONAL SPEAKING
“Grounding Wildlife in the Mountains of Far Cry 4”
Game Developers Conference                  March 5, 2015

PATENTS
“Computer Architecture for Animation of a Model in a Simulation” – U.S. Patent No. 10,275,921
Control-loop–driven animation system for dynamic, responsive character movement