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I have been in the industry my entire career, spanning Game, TV, Film and Technical Animation. Since 2003, most of my experience has been in Games. I have supervised and enjoy every aspect of the animation process, from building pipelines to animating characters to implementing them in the engine. I have hired, trained and mentored animators and technical animators. I love making games that people love to play. Please don’t be shy, feel free to reach out and say hello!

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Hello and welcome! I am an animator currently based out of Dallas, TX. After completing a BFA in Computer Animation in 1998 with honors from Ringling, I worked in California where I was introduced to animation for broadcast and film. There, I learned to be a generalist, taking shots from concept to final composite and the complexities of working with live action. This led to an offer in Scotland where I was animating exclusively on game cinematics at first. I took it upon myself to streamline production through tighter digital asset management, and to increase the visual and narrative quality of the cinematics by spending more time in the layout, animatic previsualizations, and shot breakdown stages of production. In 2002 I moved to London where I was a character animator on the film Harry Potter and the Chamber of Secrets.


In 2003 I moved to Texas to work with Infogrames/Atari making games. Besides animation, my responsibilities involved a lot of the technical aspects of architecting animation trees, evaluating middleware and processes, and planning our setups and animation pipeline. From 2008 to 2013 I worked at id Software on RAGE and DOOM, in both artistic and technical capacities. In 2013 I was hired by BossFight Entertainment to head their animation department. I developed the animation pipeline and toolset, supervised animations, and hired and managed the animation team. In 2018 I accepted a job at Playful Studios to retool the characters for a live game, unify the Unity and Unreal animation pipelines into a single studio wide solution, and support an unannounced project.


When I’m not animating, I’m usually scripting (in MEL, Python and PyMel) or figuring out something new. Check it out and feel free to get in touch! Enjoy.


Playful Studios / March 2018 – Present
Video Games for PC, Xbox One, Playstation 4, and Nintendo Switch.
Animation, Skinning, Rigging, Engine Implementation, Pipeline and Scripting.
Unannounced Title.
New Super Lucky’s Tale. 


Boss Fight Entertainment / October 2013 – February 2018
Video Games for iOS and Android.
Animation Direction, Animation, Skinning, Rigging, Engine Implementation, Pipeline and Scripting.
Unannounced Title.


id Software / October 2008 – October 2013
Video Games for Xbox 360, Playstation 3, and PC.
Animation, Skinning, Rigging, Engine Implementation, Pipeline and Scripting.


THQ (Paradigm Studio ) / July 2006 – October 2008
Video Games for Xbox 360 and Playstation 3.
Character Animation and Supervision. Motion Capture Animation and Supervision. Character Rigging and Supervision. Animation Pipeline Design and Scripting. Vehicle Shader Preview and Export Tools.
Stuntman: Ignition.
Unannounced First Person Shooter.


Reel FX / August 2007 – December 2007
Rigged cartoony Viper snake body. Various small tweaks and cleanup on the other characters.
Kung Fu Panda Interstitials.


Atari (Paradigm Studio) / February 2003 – July 2006
Video Game for Xbox, Playstation 2 and Gamecube. Animation for In-Game and Cinematics.
MEL Scripting and Pipeline Optimizations.
Terminator 3: Redemption.


Passion Pictures / September 2002 – October 2002
TV Commercial for Electronic Arts’ Harry Potter Game. Character Animation.
Harry Potter and the Chamber of Secrets.


Theme song from Disney’s feature film Treasure Planet. Music Video. Animation, Scene Setup and Compositing.
“I’m Still Here” by John Rzeznik of the Goo Goo Dolls.


Mill Film / March 2002 – August 2002 Feature Film.

Character Animation.
Harry Potter and the Chamber of Secrets.


Digital Animations / January 2000 – March 2002
Supervised animation. Character and facial animation. Responsible for Layout, Shot Breakdown and Edit.
Scottish Power. TV Commercial.
Famous Grouse Finest Scotch Whisky. TV Commercial.
Head to Head with Britney Spears. Half hour TV Show. Supervised animation. Character and facial Animation. Animated vehicles. Responsible for Shot Breakdown and Edit.
James Bond ‘007 Racing’. Game Cinematics for EA Games.
Alone in the Dark IV. Game Cinematics for Infogrames


Max Ink Cafe / March 1999 – December 1999
Responsible for taking individual shots from storyboards through to final composite, including modeling, texturing, lighting, rigging, animating, rotoscoping and compositing.
Roger Corman’s Nightfall. Feature Film.
Black Scorpion. Episodic TV Show.
Players. CG Series Pilot.


Massachusetts Institute of Technology
Certificate of Achievement, 6.00x: Introduction to Computer Science and Programming, 94% 2012-2013


Ringling School of Art and Design
BFA, Computer Animation, 1994–1998
Minor in Photography
Graduated with Honors


Relevant Coursework
Creating Theater, Acting, Storyboarding, Film Theory


Maya / MEL / Python
Unity / Unreal Engine / idTech 5 Engine

Perforce / Git
Photoshop / Premiere
Digital Fusion

3D Studio Max / XSI / Lightwave
Agile Development / Scrum


Alias/Wavefront Student Competition Honorable Mention Imagina, Monaco
Canal+ (European Public TV)
Cyber Media Art Festival, Spain
Jeunes Cineastes, France
Altromondo/Otherworld, Italy
“Visual Fantasy” Exhibit, Tokyo, Japan
Tampere 29th International Short Film Festival, Tampere, Finland
Sixth Annual New York Digital Salon


“Tequila Rescue” Published in Leonardo Volume 31 Number 5, Journal of the International Society for the Arts, Sciences, and Technology; The MIT Press


Published in, “After College” Article about getting a job in the industry.


Computer Graphics World, February 2000, Article about the short film “Only Hope” directed by Joe Francis, CG Supervisor of Independence Day, which mentions the contributions I made to the film.