I am a motivated and collaborative 3D Animator with experience in AAA game development and cinematic storytelling. I specialize in hand-key character and facial animation, mocap cleanup, and Unreal implementation, with a proven track record of delivering high-quality animations on tight deadlines. I thrive in cross-functional teams and enjoy mentoring others to help elevate the whole pipeline. I’m always excited to learn new tools and push the boundaries of what’s possible in both games and film.
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At NetherRealm Studios, I worked as an animator for the Cinematics division. I created facial animation for character fatalities, fatal blows, victories, and player selects. My other responsibilities included helping to clean up motion-capture, implementing assets into Unreal, and QA’ing facial rigs.
Mortal Kombat 1 Facial Reel:
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