Portfolio
Rigging Videos:
Character Portfolios:
Galleries:
Notable projects contributed to, task breakdowns, and challenges:
|
Fight Night Round 4 (360/PS3) – Electronic Arts - Edited scripts & expressions, and fine tuned parameters & attributes of muscle/fat deformations for boxers using in-house tools - Built, weighted, and maintained rigs for secondary characters (crowd, referee, photographers, announcer, trainers/cut man) & props - 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. These challenges were overcome by keeping a positive attitude, learning as much & as fast as possible, having accountability, communication with team members, having high standards, and persistence. |
![]()
|
NBA Live 09 (360/PS3) and NCAA Basketball 09 (360/PS3) – Electronic Arts - Weighted player shorts and jerseys to receive cloth dynamics properly, and maintained upper body muscle deformation weights - 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. These challenges were overcome by providing & updating the tutorial materials used for outsourced studios, creative improvising of weight distribution, verifying correctly called skeletons, and documenting & saving progress. |
|
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 and 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. These challenges were overcome by early strategic planning & strict deadlines, improved distance communication habits, studying tool scripts, improvising weight allocation, effective communication with lead modeler. |
|
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. These challenges were overcome by being proactive, extra hours studying tools, getting hands dirty & feet wet, making mistakes & correcting them, showing humility & asking for help when necessary, and not waiting for anything. |
|
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. These challenges were overcome by learning & utilizing in-house weighting tools, effective weight allocation, animation testing, and proficient troubleshooting methods. |
|
Piddly’s Chance (UT2004 MOD) – Chunky Heads Entertainment Inc. - Built & maintained character rigs (all versions of Piddly, Vampire Ninja Mech, Teresa, Piddly’s boss, Terrorists, Flub, tools & props) - Developed character 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. These challenges were overcome by maximizing team work, communication, and free lab times, assistance from instructors, and studying & sharing knowledge with other teams. |



