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