
LAIKA gave me the incredible opportunity to help out with the animated, stop motion feature film WildWood. In this project, it was my responsibility to rig digital doubles of the main stop motion characters, bipedal characters, vehicles, and props. This role gave me the chance to collaborate with seasoned riggers on complex clothing and vehicle deformations and develop more automated rig tools while following the paradigm of LAIKA's rigging pipeline.
Overall, this project has been incredible to work on so far and I can't wait for everyone to see this amazing film!
WildWood Trailer - LAIKA
Rigged characters, props, and vehicles
Developed tools, such as a vehicle rig that follow the paradigm of the rigging pipeline
Wrote extensive documentation for tools and auto-rigs
Taught new hires the LAIKA's rigging workflow and assisted in any questions
Collaborated with seasoned riggers on complex rigs, which was highlighted in employee review

I worked at BRON Digital for about 4 months and in that time there was a lot to do and not a lot of employees to work with. When I was hired, I became the only rigger for the TV Series Gossamer.
I basically became a lead before they found a new Rigging Supervisor. I attended meetings to talk about what controls would be necessary for different sequences we were working on. I worked on rigs for characters and props. One of the props being the flower that is displayed in the trailer below!
During this time, it was also my responsibility to break down the auto-rig system and create documentation for it. Once the studio hired a rigging supervisor, we collaborated on fixing the auto-rigger for the face rig and that work was double checked by a Disney Animator.
This company was a fun one to be a part of! I learned and got to experience a lot in a little bit of time.
Gossamer Trailer - BRON Digital - Unreal Engine TV Series
Became a rigging lead and attended meetings discussing what was necessary for rigs
Rigged characters and props
Collaborated with Rigging Supervisor to fix the face auto-rig
Wrote documentation for the auto-rigs in BRON's rigging pipeline

At Halon Entertainment I was an in-house rigger, motion capture technician and developer. We worked on several types of projects from Launch Trailers for AAA video games such as Borderlands 3 and Pre and Post Visualization for Feature Films such as Cocaine Bear, The Batman, Argyle, and Disney's remake of Pinocchio.
My job consisted of kicking out game ready rigs for characters, props, and vehicles. We primarily worked within the Unreal Engine, which gave a faster turn around for kicking out trailers and rough sequences that critiqued by film directors. I collaborated with other technical artists to stream motion capture data from OptiTrack Motive and an iPhone into the Unreal Engine. For game launch trailers, I had to do quality control on client's rigs to make sure they are animation ready for Halon's in-house animators. for Lastly, it was my job to develop an auto-rig for Halon and Disney's remake of Pinnochio, which you can see in my demo reel! I developed by myself with some direction from other seasoned riggers on my team.
Overall, feel free to check out some of the cool projects I helped out with below!
Halon Project Experience:
Below are the projects I had a hand in, whether it was just a simple rig to being a lead rigger and helping with motion capture. It was a blast to have so many projects come through our door, so feel free to scroll through all of the different projects I helped out with.
Cocaine Bear - Post Visualization Rig
WETA Digital sent over a base rig with only the geometry and skeleton for the bear.
I had to create a game ready rig for the post visualization team to bring into the Unreal Engine. Check out the video above to see it in action!
Tiny Tina's Wonderlands - Official Announcement Trailer
Rigged the dragon’s eye, and the cloth, dreads, cloak and the gun for one of the main characters in the trailer! Performed quality control and fixes on the client's character rigs.
New World-Official Open Beta Announcement Trailer
I was the rigging lead on this project! I helped rig characters, gave direction to vendor and in house rigging artists, wrote a PyMEL script to automate rigging work, and collaborated with other leads to discuss tasks and issues.
Borderlands 3 - Official Cinematic Launch Trailer: "Let's Make Some Mayhem"
Assisted with Motion Capture Animation using Motive OptiTrack
Did quality control on the rigs we received from Gearbox
Created gun customization in Maya through Python
Kerbal Space Program 2 Cinematic Announce Trailer
Recorded Motion Capture Animation in Motive OptiTrack
Disintegration - Announcement Trailer
Recorded Motion Capture Animation in Motive OptiTrack
Helped animators get started with Perforce
Freelance:
Introducing Kits 4.0 | Unreal, Unity & Houdini Native Files
Rigged the Robot Arm that is appears in this video!

Groove Jones was my first gig in the animation industry. I got to work as rigger and motion capture technician for Augmented and Virtuality Reality experiences. I primarily used Maya, Motion Builder, and the XSENS suit to help kick out some of the experiences below.
Modelo UFC VR Fighting Spirit Challenge Experience
Created a facial rig using blend shapes for a model sculpted by Bay Raitt
Covestro - Future of Mobility 360º VR Experience
Rigged the characters for the VR Experience
Captured Motion Capture Animation using XSENS and MotionBuilder













