I am an art generalist specialising in animation with over 7 years of experience across the gaming and industrial simulation sectors. My core focus is the full humanoid and creature animation pipeline—taking assets from initial sculpt and rigging through to final implementation in Unreal Engine 5.
Most recently, as Lead Animator at Better Than Reality, I focused on high-fidelity VR safety modules and site recreations for companies like South 32, Big Yellow, and Go West. My background bridges the gap between commercial game development (managing character systems for Barton Lynch Pro Surfing) and the technical precision required for industrial digital twins.
I’m a heavy Maya and Unreal Engine user, specializing in complex rigging, skinning, and MoCap integration via Rokoko. I’m comfortable managing technical pipelines and version control (Perforce/Git) to ensure assets are not only high-quality but fully optimized for real-time performance.
Core Expertise: • Animation: Full Pipeline Management, MoCap (Rokoko), Facial & Creature Animation • Technical Art: Advanced Rigging/Skinning, Quad-Draw Optimization, Real-time VFX • 3D Workflow: High/Low Poly Modeling, UV Unwrapping, Substance Suite • Environment: Photogrammetry optimization and VR-ready site reconstructions
I’m always happy to chat about new projects, technical pipelines, or potential roles—feel free to reach out via direct message or email.
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