March 2013 - Present
Made cinematic and high-quality full performance animations (body and facial) utilizing both mocap and hand-key techniques for the following games:
Call of Duty: Ghosts - 2013
Call of Duty: Black Ops 3 (and DLCs) - 2015
Call of Duty: Infinite Warfare - 2016
Created scenes from start to finish from pre-production through to final animation in-game
Worked with other departments to properly implement and troubleshoot cutscenes in-game
Planned out and assisted in directing mocap sessions
August 2011 - February 2013
Tasks consisted of making full performance (both face and body) animation for both in-game cinematic cutscenes as well as pre-rendered loading movie cinematic cutscenes. Utilized both mocap and hand-key techniques to craft each scene.
Call of Duty: Black Ops 2 - 2012
Facial Animator, Image Metrics
February 2011 - July 2011
Crafted facial animation for various game projects, utilizing Maya, Max and Motionbuilder for animation done by hand-key as well as in-house proprietary tools.
inFamous 2 - 2011
Max Payne 3 - 2011
Junior Animator, Treyarch
July 2009 - October 2010
Tasks consisted of making temp and polished animations, for both AI and cinematics, working with mocap data and crafting it for in-game levels, testing, organizing animation files.
Call of Duty: Black Ops - 2010
Character Designer / Animator, Deepblue Worlds
June 2008 - January 2009
Lead character designer. Made character turnarounds, sample animations, light UI work, playtesting, game design concepts and planning.