Rigs, Control Rig systems and physics-driven animation for AAA and indie games. Five years, and credits on Avowed, The Outer Worlds 2, Return to Moria and Hearthstone.
A drivable WWII half-track with a 65-pad procedural track that conforms to terrain in real time. Suspension is driven by the vehicle's actual Chaos physics rather than raycasts, and a least-squares fit across the road wheels turns those forces into bogie rock, rocker articulation and body motion. No baked animation anywhere.
Generates a tracked vehicle's entire pad chain from its wheel positions — closed path, evenly distributed pads, and the control points the Control Rig reads at runtime. Re-fitting a belt after a geometry change drops from an afternoon to a couple of minutes.
See it in the rig →Builds animator-facing controls directly from a joint selection — shape, orientation, colour, and hierarchy matched to the joint in one step. Turns the most repetitive part of rig construction into a single pass, and keeps naming and control conventions identical across every asset.
Character, prop and vehicle rigs for production. Animation systems in Unreal Engine Animation Blueprints and Control Rig, cloth and physics assets, procedural rigs and ragdoll physics, plus VFX work and workflow tooling alongside artists and engineers.
Hand-keyed and motion-capture animation, in-engine cinematics and promotional pieces in Unity, facial mocap cleanup and gameplay particle effects.
Game Design Award — Alpha Chi Honor Society.
Technical animator with five years building character, prop and vehicle rigs for AAA and indie games — Control Rig and Animation Blueprint systems, skinning and deformation, cloth, ragdoll and procedural physics setups. I like the problems where the rig has to solve itself.