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Who am I?

Developer and Animator

Hello!

I’m a game developer and animator who moved
from Alaska to pursue a career in making games. I’ve worked across a wide range of projects, from solo-built gameplay prototypes to large-scale AAA titles, taking on roles that
span animation, systems, and technical

problem-solving.

 

My background is rooted in animation, but

over time my work has expanded into physical animation, gameplay mechanics, real-time character systems, and tool-driven workflows. I’ve built and iterated on combat systems, motion frameworks, cinematic sequences, and data-driven animation pipelines, often working closely with designers

and engineers to make sure ideas translate

cleanly into playable experiences.

 

I regularly work with a mix of hand-keyed animation,

machine-learning mocap data, and real-time simulation, choosing the right approach based on what best serves the project. I enjoy understanding how systems work under the hood, whether that’s testing character setups, debugging animation behavior, or building prototypes that help

teams move faster and make better

creative decisions.

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At the core, I care about making movement feel good, performances feel believable, and tools feel reliable. I’m always interested in collaborating with people who care about craft, iteration, and pushing their work a little further.

Whether that’s for a project, a new idea,

or just a conversation about games.

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Feel free to reach out!

Thank you to Anoop Herur-Raman for VFX base systems, coaching, and aid used in the creation of

"NeoNinja", and "Cyberpunk Skater" Animations

Thank you to Eli "Figz" Figueroa for compositing, editing, and adding audio to my NBA 2k24 Reel

Animation by Blake Johnson in Maya and Unreal

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Rigs used 2024 Reel; 

Zio by Hernán Ares      Cyberpunk Mercenary Fajrul Falakh NF with custom controls    Joe Daniels' Body Mechanics Jack and Dex

Kunoichi by Kiel Figgins    MRigs AgentW 

Includes my own custom Cart, Sword, and Skateboard rigs

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