Resume

Animation direction, technical animation systems, and gameplay leadership.

Printable Resume

Core Skills

Animation Direction — animation style direction, visual target development, motion capture planning, direction, and stunt coordination. Gameplay Systems & Prototyping — gameplay prototyping, GAS, NPC AI, combat and locomotion systems, cover and climbing systems, interaction and conversation systems. Technical Animation — motion matching, animation state machines, procedural animation layering, physics-driven animation, runtime retargeting and IK systems, runtime deformation, pipelines, tools, rigging, and retargeting. Tools & Engines — Unreal Engine, Unity, Maya, MotionBuilder, 3DS Max, Frostbite, and ANT. Programming & Scripting — Unreal Blueprints, Python, MaxScript, C#, and C++. Production Leadership — team leadership, cross-studio collaboration, pipeline development, outsource coordination, animation training, and mentorship.

Professional Experience

Animation Director – FuzzyBot, Los Angeles, California | January 2021 – April 2026. Directed animation vision and character look development for We Gotta Go and Lynked: Banner of the Spark. Defined animation style guides, led player combat systems, owned NPC character systems, designed gameplay frameworks, built a large character ecosystem, created living world systems, directed boss fight design and gameplay tuning, and built studio animation pipelines and tools for Maya and MotionBuilder.

Technical Animation Craft Director – DICE / Electronic Arts, Los Angeles, California | September 2015 – January 2021. Led development of advanced animation systems including motion matching, motion warping, procedural animation layering, runtime retargeting, and physics-driven character behaviors. Planned and directed motion capture, co-led animation teams, built MotionBuilder automation tools, collaborated with Frostbite engineering, and delivered Battlefield 1 animation system training and production support.

Animation Technical Director – Ubisoft Entertainment, Montréal, Québec | April 2013 – September 2015. Built and maintained animation and rigging pipelines for 75+ animators across multiple co-dev studios on Far Cry 4. Supported gameplay, AI, and narrative teams with tools and technical direction; designed traversal, vehicle, takedown, wildlife locomotion, procedural terrain adaptation, real-time deformation, and secondary motion systems.

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