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Instrumental in helping a new team develop character systems providing animation, modeling, rigging, and pipeline experience for games with no previous character components. |
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Body & face rigging for EVE Online: Incarna, and the widely acclaimed custom character creator. |
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Body and face bipedal and quadruped creature rigs for World of Darkness prototyping. |
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Developed a joint based facial rig with simple controls with multiple layers of animator options. |
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Worked with the character modelers to setup best practices for model and animation deformation. |
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Involved the company with numerous alpha/beta softwares providing feature and bug feedback. |
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Technical liaison between programming, tools, and art departments to solve problems arising from a first generation character pipeline including animation, rigging, modeling, and best practices. |