|
|
| Lead
Character Animator |
|
Perpetual
Entertainment, San Francisco California |
| 01/
04 - Present |
- Prototyped
the animation pipeline and helped design and establish a visceral
and immersive combat system
- Helped
conceptualize and define the animation style for mythological,
animal and human characters
- Supervise
daily reviews of the animation teams work and effectively communicate
animation direction
- Managed
international and local outsourced animation assets and established
methods for reviewing and tracking deliveries
- Reviewed
animation candidates and helped establish the in-house animation
team
|
| Lead
Character Animator |
|
Mondo
Media, San Francisco, California |
| 04/03
- 10/03 |
- Lead
animator on a team to produce pre-rendered, in game cinematic
sequences
- Direction
and management of internal and international teams of artists
and animators over multiple projects
|
| Art
Director |
|
Konami
of America, Redwood City, California |
| 01/01
- 11/02 |
- Direction,
scheduling and organization of both internal and external development
projects across multiple art teams
- Helped design
tool sets that streamlined art production and integration
- Worked on
location with external developers to provide art and animation
direction
- Directed
and scheduled the creation of character, environment, vehicle
and weapon art from the concept phase through final 3D production
models
|
| Character
Animator |
|
Double
Vision Studios, Sacramento, California |
| 01/00
- 07/00 |
- Developed
character animation sequences for a children's direct-to-video
production
|
| Character
Animator |
|
The
3DO Company, Redwood City, California |
| 06/99
- 12/99 |
- Character
animation for pre-rendered in game cinematics
|
| Character
Animator/ FX |
|
Animation
Science, Sunnyvale, California |
| 05/98
- 01/00 |
- Assisted
in the development of an advanced particle engine facilitating
visual effects production and 3D crowd and behavioral simulation
- Extensive
use of proprietary advanced particle systems for the entertainment
industry and also for research and development purposes
|
| Character
Animator |
|
MSH
Entertainment, San Francisco, California |
| 11/97
- 05/98 |
- Produced
character animation for a television broadcast cartoon as presented
on Fox
|
| Art
Director/ Cinematics |
|
Coolhand
Interactive, Mountain View, California |
| 01/95
- 05/97 |
- Produced
cinematic 3D animation sequences and interface design
- Conceptual
work, modeling, texturing, lighting, animation and special effects
- Directed
and videotaped actors for chromakey compositing into a digital,
photo-realistic environment
- Digitized
video and combined live action with CGI
|
| |
- Gods
and Heroes: Rome Rising (TBD), Perpetual Entertainment
Inc.
- The
Sims: Bustin' Out (2003), Electronic Arts Inc.
- Magic:
The Gathering – Battlegrounds (2003), Atari
Inc.
- WWE
Smackdown! Here Comes the Pain (2003), THQ Inc.
- Karaoke
Revolution
(2003), Konami of America, Inc.
- Whiteout
(2002), Konami of America, Inc.
- Silent
Hill 2: Restless Dreams (2002), Konami of America,
Inc.
- Frogger:
The Great Quest (2002), Konami of America, Inc.
- ESPN
NFL PrimeTime 2002 (2001), Konami of America, Inc.
- Noah's
Park (2000), DV Studios
- Army
Men 2 (1999), The 3DO Company
- Army
Men Air Attack (1999), The 3DO Company
- Army
Men III (1999), The 3DO Company
- Vanpires
(1998), MSH Entertainment
- Star
Wars: Rebellion (1998), LucasArts
|
| |
Bachelor
of Arts Degree, Architecture
University of California, Berkeley
College of Environmental Design |
| |
3D
Studio Max, Character Studio, Softimage, Maya, Premiere, After Effects,
Photoshop |
| |
Are
available at 
|
|