I began working in the game industry way back in 1998. My specialty was animation and rigging. I enjoyed being part of a team, working with lots of creative, smart people; experts in their chosen disciplines. Since 2011 I have been teaching 3D modeling and animation at Bunker Hill Community College.
Demo Reel Breakdown
00:03- 00:25 - Green Day Rockband. Demiurge Studios, Lead Animator
Responsible for all the rigging of characters’ bodies and faces. Physical performances were created using motion capture and only required moderate clean-up. Working with an engineer (Oliver Hinds), I developed a system and workflow for layering facial animation performances on the characters.
00:28 - 00:45- Shoot Many Robots, Demiurge Studios
Responsible for rigging and animation.
00:46 - 00:53 - Personal project
Modeled, textured, rigged and animated the stag beetle. I have since used the stag beetle in a couple other projects at the Dynamic Media Institute (DMI) at MassArt.
00:53 - 01:04 - Personal project
I designed, modeled, rigged and animated this character. My intention was to provide a robust rig for my animation students to pose and do animation exercises. The following animations were quickly created for some visuals I used for presentations at DMI. I’ve used the character extensively in various prototypes for interactive projects.
01:05 - 01:09 - Snoopy Flying Ace, Smartbomb Interactive
The following was for a cinematic for the game. I was responsible for the rigging as well as animation.
01:10 - 01:17 - The Bee Movie Game, Smartbomb Interactive.
The following were low polygon characters used to populate the scenes. I rigged all the characters and animated their unique walks (as well as a series of other physical actions).
01:17 - 01:21 - The Bee Movie Game, Smartbomb Interactive.
This character was higher polygon than the previous examples. Again I was responsible for rigging and animation.
01:21 - 01:40 - Snoopy Flying Ace, Smartbomb Interactive.
Rigged and animated the characters Snoopy and Woodstock. This animation was not created for in game art but was merely a test to check the functionality and versatility of the rigs.
01:40 - 01:53 - Snoopy Flying Ace, Smartbomb Interactive.
Responsible for all animation. I also rigged snoopy and the pig.
01:54 - 02:07 - Snoopy Flying Ace, Smartbomb Interactive.
All character rigging and animation. The following was for a cinematic.
02:07- 02:11 - Animation exercise.
Responsible for animation. Character rig and model provided by Animation Mentor.
02:11- 02:19 - Animation exercise
Responsible for all animation as well as modeling and rigging of baby carriage and tentacle arm. Character rig and model provided by Animation Mentor.
02:19 - 02:32 - Snoopy Flying Ace. Smart bomb Interactive
Responsible for rigging and animation. Animations were intended to test facial setup and were not for in game art.
02:32 - 02:35 - Warhawk, Incognito Studio, Sony.
Rigging and animation.
02:35- 02:48 - Warhawk, Incognito Studio, Sony.
Responsible for all animation. I also rigged themotorized wheelchair and the character’s body. Facial rigging was done by another animator.
02:48 - 02:51 - Warhawk, Incognito Studio, Sony.
Rigging and animation.
02:51 - 03:02 - Goblin Commander, Jaleco Entertainment.
Responsible for all animation. I also modeled, textured and rigged the mount. The rider was modeled, textured and rigged by another artist.
03:02 - 03:20 - Calling All Cars, Incognito Studio, Sony.
I was responsible for the rigging and animation. The various animations were not intended to be strung together as I have them here but rather as an interaction when the player chose a level or vehicle.