Currently operating as the Technical Art Director at Level Ex, I have over two decades of experience working in the film, television, and interactive arts field. A graduate of Columbia College Chicago and Animation Mentor, I've enjoyed working on a variety of projects in various roles. Comfortable in both small teams and large, my knowledge of scripting is often employed in the development of tools for fellow artists and automating large processes. At my core, I am a problem solver and a storyteller.
Some of the film and television I've worked on include Gnomeo & Juliet, and the History Channel's Human Weapon. Notable work in the video game field include Bioshock, Saints Row IV, WWE Immortals, Mortal Kombat vs DC Universe, Blitz the League II, Prey, The Conduit, and Stubbs the Zombie. My roles in these projects have included animator, technical artist, mocap artist, actor, director, writer, and team leader. Most recently I've begun offering my expertise as a mocap consultant.
Outside of the professional environment, I enjoy gaming of all varieties, stage acting, science fiction media, and photography.
Diploma in Advanced Character Animation Studies, 2007
Bachelor of Arts in Film & Video, 2004
Associate Degree, 2001
Level Ex: September 2022 - Current
Technical Art Director
- Lead the tech art department
- Research and develop tools, shaders, and project architecture
- Advise current and future tech art needs
Light & Wonder (formerly Scientific Games): November 2015 - September 2022
Senior Advanced Technical Artist
- Lead the Chicago office tech art department
- Develop technical artist role and define future hiring practices for position
- Support artists and programmers in Unity best practices
- Research and develop tools, shaders, and project architecture
- Advise current and future hardware needs
College of Computing & Digital Media, DePaul University: September 2013 - August 2022
Motion Capture Instructor
- Introduce students to motion capture process and software
- Provide guided learning via hands-on, demonstrative, group, and individual activities
- Research and consult on hardware and software upgrades
Phosphor Games: September 2014 - September 2015
Senior Technical Animator
- Maintain motion capture hardware, automate motion capture pipeline, and improve data quality
- Organize projects and develop pipelines for game engine asset integration
- Oversee animation, motion capture adjustment, and art tool development across various software
- Projects include WWE Immortals, Heroes Reborn: Gemini, and The Path to Luma
Red Eye Studio | High Voltage Software: July 2002 - September 2014
Mocap Tech Director | Mocap Studio Director
- Manage and train mocap artists, technical artists, and animators
- Maintain and operate all mocap hardware and software
- Develop and maintain art tools, including automation of pipeline functions
- Troubleshoot artistic and technical issues, including third-party tools
- Setup and manage cinematics, including lighting, rendering, compositing, and render farm management
- Act as lead of mocap shoots, tracking and cleaning data, retargeting, and animation
- Projects include Bioshock, Saints Row IV, Gnomeo & Juliet, Prey, and Stubbs the Zombie
Bioshock
Motion Capture, Animation
WWE Immortals
Animation, Motion Capture, Technical Art
Saints Row IV & Enter the Dominatrix
Cinematics, Environments
Gnomeo & Juliet
Motion Capture, Animation, Acting
Guilty Party
Animation, Facial Animation
Avengers Initiative
Animation, Motion Capture, Acting
Human Weapon
Motion Capture, Animation
The Path to Luma
Lead Animator, Motion Capture, Acting, Technical Art
Prey
Motion Capture, Animation, Acting
NHL 2K3
Motion Capture
Stubbs the Zombie in Rebel Without a Pulse
Motion Capture, Animation, Acting
Call of Duty 2: Big Red One
Motion Capture
Mortal Kombat vs. DC Universe
Facial Animation
Zoombies: Animales de la Muerte!
Animation
Batman: Arkham City Lockdown
Animation, Technical Animation
Blitz: The League II
Motion Capture, Animation
Kinect Star Wars
Cinematics, Tech Art, Animation
The Conduit
Motion Capture, Animation, Acting, Conlang
Nicktoons MLB
Technical Animation, Tech Art, Animation
In Real Life 2, Episode 8
Motion Capture, Animation, Rendering
Hunter: The Reckoning: Redeemer
Motion Capture
NBA Ballers: Chosen One
Motion Capture, Animation
Victorious: Taking the Lead
Motion Capture
Leisure Suit Larry: Magna Cum Laude
Motion Capture, Graphic Art
Nickelodeon Fit
Motion Capture, Technical Art
Hunter: The Reckoning: Wayward
Motion Capture
Golden Tee 2005
Motion Capture, Animation
Nickelodeon Dance
Motion Capture
The Conduit 2
Motion Capture, Animation, Acting
Flame-Sim
Motion Capture
NBA Inside Drive 2004
Motion Capture
Victorious: Time to Shine
Facial Animation, Motion Capture
This represents a portion of the projects I have worked on.
If your project could benefit from motion capture, I am available for motion capture and performance capture consultation. With access to a professional-grade mocap system and decades of experience, I'm capable of providing a complete solution. Please contact me to to discuss details.