Days Gone – Story & Cinematic Trailer (Sony Bend Studio)
Senior & Lead Gameplay Animator contribution handling key narrative shot planning, performance capture implementation, and character staging. Specifically responsible for the hero character animation and layout work featured between the [1:53 - 1:58] timestamps.
Days Gone – E3 2018 "This World Comes For You" Trailer (Sony Bend Studio)
Senior & Lead Gameplay Animator contribution managing keyframe layouts, shot planning, pre-viz setups, and performance direction for the motion capture sequences utilized in the official E3 promotional campaign.
Star Wars: Uprising – Mobile/Tablet (Kabam)
Senior Animator role executing high-fidelity character and creature asset animation optimized for real-time mobile pipelines. Developed key locomotion variants and combat styles, earning an iOS Editors' Choice accolade.
Spirit Lords – Mobile/Tablet (Kabam)
Senior Animator responsible for hero character combat mechanics and creature performance states. Coordinated directly with Technical Art and Modeling departments to resolve runtime skinning/rigging pipeline blockers. Shipped as an iOS Editors' Choice title.
Star Wars 1313 – Next-Gen Gameplay & Traversal Pre-Viz (LucasArts)
Senior Animator role executing pre-visualization animatics to prototype core gameplay loops with designers. Directed mo-cap actors, evaluated structural data captures, and established core blend network trees for prototyping advanced third-person player mechanics.
Spider-Man: Web of Shadows – Locomotion & Hit React Framework (Shaba Games)
Established the foundational animation identity and technical style standards for Spider-Man's core locomotion. Built a robust global shared hit-reaction asset library utilized across all characters, collaborating directly with engineering teams to map out early complex blend tree configurations.
Spider-Man 3 – QTE Sequence Planning & Action Concepting (Treyarch)
Handled full-suite staging, sequence timing, and cinematic keyframing for complex branching Quick-Time Event (QTE) action sequences, delivering core animated proofs of concept to anchor gameplay systems.