Portfolio
| Original Character Model and Rig Portfolios: | Rigging Tech, Python, MEL, and Expression Scripting: |
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| Notable projects contributed to, task breakdowns, and challenges: | |
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Resident Evil: Operation Raccoon City (360/PS3) – Slant Six Games, Capcom - Built, weighted, and maintained unique skeletons & rigs for over 24 characters & monsters - Accountable for finalizing all face & body weights - Modified/Updated character geometry/UV’s as necessary - Optimized art assets, reducing scene files from as large as 100mb, to around 5mb - Developed & maintained expression scripts to improve geometry deformation of animation data - Synced & finalized all voice animation data - Improved processes & production by providing better solutions & tool suggestions Challenges: No rigging pipeline process founded, development team had little understanding of the production pipeline placement of rigging, back & forth executive decisions that required a re-haul of character rigging assets in several stages of production. |
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Fight Night Round 4 (360/PS3) – Electronic Arts - Maintained boxer character rigs, weights, deformation expression scripts, and dynamic simulations - Built, weighted, and maintained secondary character & prop rigs - Solved character production bugs related to hair, cloth, and secondary characters Challenges: Short production cycle, large team, lots of new tech, internal pipeline transitions, lots of cuts & change requests, builds crashing like no tomorrow. |
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NBA Live 09 (360/PS3) & NCAA Basketball 09 (360/PS3) – Electronic Arts - Weighted/Maintained body muscle deformations, and player shorts & jerseys - Fine tuned parameters & attributes of cloth weights & dynamics of players using in-house tools - Built & maintained character rigs for secondary characters (mascots, crowd, referee, coaches) - Developed, and maintained weighting tutorials & documentation for EA’s international development studios - Managed, reviewed, and optimized character weights from EA’s international development studios - Scripted expressions, and fine tuned muscle deformation parameters & attributes - Solved character production bugs for the modeling, animation, and programming teams Challenges: Constant reviewing, providing feedback, and adjusting of outsourced assets, creating effective weights for mascots with default skeleton, model assets & weights not positioned correctly in-game, dynamic cloth adjustments. |
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EA Sports Active (Wii) – Electronic Arts - Lead Rigger - Planned, and developed strategies & solutions for animation through rigging - Built & maintained all character rigs for male & female characters for Motion Builder, as well as Maya - Weighted bodies, faces, and props for all male & female characters in preparation for animation - Scripted expressions, and fine tuned muscle deformation parameters & attributes Challenges: Small team & limited resources, team not in close proximity (or building), unique tools, expressive animation ranges, limited quantization of weights, lots of model changes. |
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FaceBreaker (360/PS3) – Electronic Arts - Weighted hair, and maintained body weights for characters - Reviewed in-house production tools & processes - Solved character production bugs related to hair & hair collisions Challenges: First project, late entry, large team, not familiar with studio, lots of dependencies. |
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Grand Slam Tennis (Wii) – Electronic Arts - Weighted hair & props for players - Maintained player head, props, clothing weights - Solved character production bugs related to head, hair, and secondary props Challenges: Weighting card hair to sway, low quantization for weights, geo & positioning changes, visible separate geo seams in-game. |
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Piddly’s Chance (UT2004 MOD) – Chunky Heads Entertainment Inc. - Built & maintained all character rigs - Developed player character and secondary animations, and managed art asset integration into UT2004 - Created production art, box cover art, and disc cover art - Managed & solved art production bugs Challenges: Very ambitious project, late entry, limited development time, little rigging & animation experience, required several rigs & multiple animation libraries & sequences, game engine transition. |



