“Spoopy”
Project name: The Haunting Hour
Role: 3D Animator
Team size: 16
created: 09/2018 - 12/2018
Engine: Unreal Engine 4.19
The Haunting Hour was a game I had a chance to help develop while I was working for gGasscats LLC. The Haunting Hour Is a co-operative, VR escape room with a stylized Halloween environment. Players have an hour to work together in solving puzzles.
While working on this project, I responsible for a variety of assets.
· worked along with another animator to maintain animation style cohesion.
· I conceptualized many of the animations for npcs to populate the environment,
· I worked in tandem with design team to concept puzzles and the animations required for conveyance.
· I assisted the team’s art lead by creating a variety of 3D prop and environmental assets using Maya.
The Haunting Hour is available on steam. Working for GlassCats has been a great opportunity for me.





“Based on true events”
Project name: The Great Emu War
Role: 3D Animator
Team size: 14
created: 09/2018 - 12/2018
Engine: Unreal Engine 4.19
Project name: Scamp High Hat Havoc
Role: 3D Animator, Character Rigger
Team size: 18
created: 01/2018 - 08/2018
Engine: Unreal Engine 4.18
Scamp is the second capstone project that I was able to work on during my time at FIEA. Scamp is an adventure platformer set across several fantasy worlds. During my time on the team, I had the pleasure to work with many talented and passionate developers.
I was tasked to serve several roles, that of an Animator and of a Character Rigger.
· I created the control rig for the Miner Wizard character. Working along with the character modeler who ensure proper topology for range of motion.
· I developed all of the animations for the Miner Wizard. Working along with designers, and conceptualizing on my own.
· Collaborated with other animator to ensure animation style cohesion.
· Created custom animations for use in cinematic cut-scenes.
I had the chance to be a part of one of the most successful capstones teams to have been produced in FIEA. Scamp is available on steam.
Hyper vital
Project name: Hyper Vital
Role: 3D Animator, Character Rigger
Team size: 18
created: 01/2018 - 08/2018
Engine: Unreal Engine 4.18
Hyper vital is an immersive survival horror puzzle game set on a crumbling space station. This project was one of the two capstones projects I worked on during my graduate program.
· I developed the control rig for main character.
· Projected animation list of main and Monster character along with gameplay designers.
· Directed the motion capturing for main character using Vicon Blade.
· Retargeted and cleaned motion capture data of main character using Motion Builder.
· During mid pre-production, the decision was made change player point of view to be first person.
· I was responsible for all of the monster’s animations.
· Using Animation Blueprints in Unreal engine, I designed a joint by joint masking of monster tendrils. Creating one animation for overall tendril movement to be layered over any other animations later to be developed.
During early pre-production, the decision was made change player point of view to first person. Due to course corrections for the project and the changing of animation scope, I was available to join another capstone team and split my time amongst the two teams.


Prototype: Math Fighters
Project name: Math Fighters
Role: 3D Animator, Character Rigger
Team size: 5
created: Two weeks, month of October
Engine: Unreal Engine 4.18
Math Fighters is a 2D fighting game, where you solve math problems for a desired action. This project is of note because I taught myself how to clean and use motion capture data in all of two weeks while maintaining my workload with all my other FIEA courses.
· Created a simple character model of main character
· I used Autodesk’s Human-IK for the Control Rig and cleaning of data.

“Ride the wave!”
Project name: Scrap
Role: 3D Artist
Team size: 14
created: 08/2016 - 12/2016
Engine: Unreal Engine 4.12
Scrap is a multiplayer top down shooter, created during my last games workshop of my Game Design Undergrad at UCF. A more refined and successful game than the previous. We came together with a idea in hand, and we executed it perfectly. Shortly after the course concluded, we successfully green lite the game and got it published the game.


















“It’s a feature”
Project name: Black Sun
Role: 3D Animator, Character Rigger
Team size: 12
created: 06/2016 - 08/2016
Engine: Unity
Black Sun is a single player RPG created during my first games workshop course of my undergrad at UCf. Black Sun has a special place in my heart. It may have had many issues: terribly scoped, lack of design and direction, but it was the first project that I truly felt the pressure and pushed myself. Every weekend we would crunch together, fueled by stress and self loathing, we pushed on the complete this herculean task we started. I plunged myself into ‘all’ the tutorials, into ‘all’ the learning. It was a lot of late nights and caffeine, but it was worth it to come out of it stronger.

