Days Gone
I oversee the FX, shading, tech artists and animation departments.
Uncharted 4: A Thief's End
Managed interviewing, training, scheduling TDs
Designed and programmed tools for a new facial system
Worked with programmers to R&D new pipeline for how our game handled joints
Rigged and skinned high resolution cinematic characters
Designed pose space tool for setting up shoulders and neck poses
Wrote new channelbox in Maya to allow more efficient animation and rigging workflows
Wrote and maintained various animation, rigging, and designer tools
The Last of Us
Worked on tool for exporting models to game for character modelers
Rigged and skinned a few early prototype characters
Wrote and maintained various animation, rigging, and designer tools
Uncharted 3: Drakes Deception
Managed interviewing, training, scheduling TDs
Rigged faces and characters for cinematics
Rigged and skinned high resolution horse
Created Maya tools for animation, cinematic, design, and environment departments
Created tool to streamline auto rigging and publishing simple game assets
Worked with programmers to R&D cloth pipeline
Setup dynamic cloth assets to be used in game
Setup parts pipeline for user customized multiplayer characters
Uncharted 2: Among Thieves
Rigged and skinned high resolution cinematic characters
Set-up NPC part system and skinned and rigged all enemy characters
Rigged and skinned various in game objects
Re-wrote the prop-management pipeline based on production used in Uncharted 1
Created tools for automatically setting up dynamics for game and cinematics
Created tools to help with rigging and fixing characters
Uncharted: Drakes Fortune
Rigged and skinned high resolution cinematic characters
Rigged and skinned all in-game enemies
( pirates , mercenaries , descendants)
Rigged and skinned various in game objects
(parachutes, diving gear, maps, ect.)
Created scripts and tools for animators
Created scripts to help with current rigging pipeline
Created script to transfer magpie audio files to in game face rigs