I am a motivated Character Technical Artist who aims to create appealing and advanced CG characters from both artistic and technical standpoints. Experienced with rigging, cloth/hair simulation, Python scripting, and video-game engines.
Collaborated with cross-functional teams to ensure that character assets for Meta's Avatars 2.0 update aligned with visual fidelity and performance standards. Provided technical support for art and animation tools as part of Reality Lab's Avatars team.
Responsible for rigging and physics simulations for character assets and props featured in ARK: Survival Ascended. These tasks additionally involves blueprint implementation and Python scripting in Unreal Engine 5, as well as geometry processing in Houdini. I contributed to expansions such as Scorched Earth, The Center, and Bob's Tall Tales.
Maintained rigs for a wide range of characters on The Last of Us Part 1. Set up and enhanced hair and cloth simulation for cut-scenes and gameplay. Collaborated with programmers to implement additional assets to function as intended in Naughty Dog's proprietary game engine.
Involved with rigging and technical animation for cinematic trailers and TV commercials.
In charge of rigging, animation, and rendering for characters to appear in TV commercials while producing 3D artworks for pre-production.
Specialized in Rigging but also worked on Hair and Cloth Simulation for multiple projects. I also helped with technical problem solving between different departments and pipeline workflow.
Animated physical puppets for a Wall's Cornetto commercial which can be seen on YouTube and selected cinemas.