My experience in 3D fields comes from Digipen Institute of Technology, where I had a great deal of exposure to the medium through game team projects and classes, after which I’ve been able to explore the medium on my own, refining my skills. I have a lot of familiarity with keyframe animation, as well as some mocap cleanup. I also have familiarity with Unreal Engine, and exporting and importing FBX files into it. Weight, timing and posing are incredibly important to me and I’ve spent a long time studying and learning those principles to make my animations as great as I can. I’m more than familiar with team-based collaboration thanks to Digipen’s interdisciplinary game team projects. My team Chirality is responsible for making one of the games that stood out the most in our cohort, and facilitated an incredibly friendly and low stress environment. Thanks to this experience, I know how to collaborate with others on animations, and provide the necessary files to those who need them. On our game team, I was responsible for modeling, rigging, texturing and animating our player character, giving me a wealth of experience, and knowledge on how those different skills influence each other in a game pipeline.

Per

My experience in 3D fields comes from Digipen Institute of Technology, where I had a great deal of exposure to the medium through game team projects and classes, after which I’ve been able to explore the medium on my own, refining my skills. I have a lot of familiarity with keyframe animation, as well as some mocap cleanup. I also have familiarity with Unreal Engine, and exporting and importing FBX files into it. Weight, timing and posing are incredibly important to me and I’ve spent a long time studying and learning those principles to make my animations as great as I can. I’m more than familiar with team-based collaboration thanks to Digipen’s interdisciplinary game team projects. My team Chirality is responsible for making one of the games that stood out the most in our cohort, and facilitated an incredibly friendly and low stress environment. Thanks to this experience, I know how to collaborate with others on animations, and provide the necessary files to those who need them. On our game team, I was responsible for modeling, rigging, texturing and animating our player character, giving me a wealth of experience, and knowledge on how those different skills influence each other in a game pipeline.

Available to hire

My experience in 3D fields comes from Digipen Institute of Technology, where I had a great deal of exposure to the medium through game team projects and classes, after which I’ve been able to explore the medium on my own, refining my skills. I have a lot of familiarity with keyframe animation, as well as some mocap cleanup. I also have familiarity with Unreal Engine, and exporting and importing FBX files into it. Weight, timing and posing are incredibly important to me and I’ve spent a long time studying and learning those principles to make my animations as great as I can.
I’m more than familiar with team-based collaboration thanks to Digipen’s interdisciplinary game team projects. My team Chirality is responsible for making one of the games that stood out the most in our cohort, and facilitated an incredibly friendly and low stress environment. Thanks to this experience, I know how to collaborate with others on animations, and provide the necessary files to those who need them. On our game team, I was responsible for modeling, rigging, texturing and animating our player character, giving me a wealth of experience, and knowledge on how those different skills influence each other in a game pipeline.

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Work Experience

Animator, Animation Director at In die Crit ic a l Su m mer Ja m ‘2 5
August 20, 2025 - August 31, 2025
Collaborated over 10 days with a team of 6 on a game jam project in Unity. Partnered with other artists to establish the game’s visual style, iterating and refining ideas together. Animated and illustrated multiple 2D assets in Clip Studio Paint, created multiple layouts and concept animations for programmers, and passed animations as sprite sheets to programmers to reduce friction and speed implementation.
Artis t, Desig ner, Anim ato r
May 1, 2025 - May 1, 2025
Deeply iterated on character designs with a focus on purpose and intent (e.g., fighting, combining). Modeled low-poly characters in Blender with continuous refinement, created UVs and textures using Clip Studio Paint and Blender, and rigged low-poly characters with attention to in-scene controls for the armature. Worked on animations that strongly emphasized style, identity, and strong posing.
Animator, Animation Director at Hyp erfi st
September 20, 2024 - April 1, 2026
Collaborated with a team of 20+ colleagues on a game project using Unreal Engine and Blender. Animated all player character actions with extreme style in mind, and designed/modelled/rigged/textured the player character. Coordinated closely with peers to export and implement player animations from Blender into Unreal, and helped direct the look and style across the game with clear explanations and documentation. Created and animated 2D assets including UI elements, VFX, and environmental graffiti.
3D Animator, Modeler at Kry sta ll
January 20, 2024 - April 1, 2024
Collaborated with a team of 6 colleagues on a game project using Unreal Engine and Blender. Designed the player character and used Blender to model, rig, and texture it. Animated all actions related to the player character and helped design/built various platforming challenges in Unreal Engine for gameplay.

Education

Bachelor’s Degree of Fine Arts at Digipen Institute of Technology
January 11, 2030 - April 1, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment