I'm a Senior Technical Artist with 15+ years of experience building the tools and pipelines that bring characters to life. My work sits at the intersection of rigging, animation, and AI-driven character tooling, most recently leading R&D on AI facial auto-riggers, landmark datasets, and synthetic character generation pipelines in the avatar space. But what gets me up in the morning isn't the pipeline, it's the character at the end of it: the moment a character comes together, and you can begin breathing life into it. I care about the systems behind the art because they buy back the time and space for that craftsmanship. The pipelines, retargeting logic, and data infrastructure I build let small teams punch above their weight, and let artists spend more time creating and less time fighting their tools.
On the production side, I've shipped titles like Max Mustard (VR), operating at a principal level and owning technical direction and pipeline architecture. I'm deeply fluent in Maya, Unity, and Blender, with strong artistic fundamentals backing up technical work. I'm comfortable writing production tooling, hand sculpting blendshape, managing a Jira board, or animating a character walk cycle. I do my best work when I have people counting on me. I lead through support and encouragement, and I build teams where people feel safe enough to take risks, fail, and make something inspired because of it. I'm now looking for my next role as a Senior/Lead Technical Artist, Technical Animator, or Technical Director, where I can help build and own the pipeline from the ground up.
