Resume

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Electronic Arts – Cinematic Artist/Animator (December 2017 – Present)
• Animating cameras, characters, and working with motion capture in Maya and MotionBuilder. Working inside of the
Frostbite game engine to produce trailers, tv ads, and other marketing content for a variety of EA
published and developed titles. Projects include the Star Wars franchise, Anthem, Battlefield, and FIFA.

Darkhorse10 Pictures – Animator/Senior Layout (March 2017 – December 2017)
• Character, vehicle, and camera animation. Motion editing. Heading up previsualization for film
and television using Motionbuilder and Maya.

Goldtooth Creative – Animator/Layout (March 2016 – March 2017)
• Keyframe character animation, camera animation, previs and motion editing for commercials,
trailers, and game cinematics. Projects include Mass Effect: Andromeda, Gears of War 4,
State of Decay 2, & Game of War.

Pixeldust Studios – 3D Animator/Generalist (October 2014-February 2016)
• Worked in Maya, Zbrush, and After Effects to deliver broadcast ready work to clients.
• Tasks include modeling, animating, lighting, fluid simulation, rendering, comping, post work and some motion graphics work

Pixeldust Studios3D Art Intern (Summer 2013)
• Modeled 3D architecture in Maya and rotoscoped in After Effects for clients.

Ogilvy Washington – On-call Freelancer, Jr. Digital Designer (2010 – Present)
• Worked as the youngest designer at Ogilvy. Have worked on a variety of projects for clients that include BP, IRS, Ford, and BlueCross.
• Created site comps, banner ads, flash ads, TV spots, and infographics.
• Integral member of production meetings, brainstorming sessions, and client meetings.

Savannah College of Art & DesignSavanah, GA – (2010 – 2014)
• Bachelor of Fine Arts in Animation – Focus in 3D Animation and Motion Capture

Pinshape Low Poly 3D Printing Design Contest – First Place (September 2014)
• Awarded first place for my model “Liftoff” in a month long competition with 100+ entries.

Maya 2018 – Advanced knowledge. Character animation, modeling, hIK/3rd party plugins for mocap integration, bifrost, retopo, UV, basic rigging, and solid understanding of shading networks and rendering.
MotionBuilder 2018 – Mocap cleanup, data manipulation, ragdoll, retargeting, and live streaming.
Frostbite Engine – Working with EA’s proprietary game engine to support animation and layout.
Vicon Blade 2.6 – Performance solving/cleanup, operating capture studio, and data management.
ZBrush 4R7 – Organic/Hard surface sculpting, texturing, exporting maps, and retopo.
Adobe CC – Proficiency in Photoshop, comping in After Effects, and Illustrator.