- Details
- Created: Sunday, 26 February 2012 14:06
- Last Updated: Friday, 06 February 2026 21:43
- Published: Sunday, 26 February 2012 14:06
- Written by Mic Marvin
Studios I've Worked For
I started my career in 2007 working on a small social MMO called Vside for a studio called Doppelganger. During this time I worked primarily as a Character Artist responsible for modeling, texturing and skinning many of the player art assets. I excelled at this studio for several years until I got catapulted into a new job.
That new job placed me in the role of Technical Artist working for several studios under the Warner Bros. Games umbrella. Beginning with Snowblind in 2009, I worked on LOTR: War in the North as a key player rigging the majority of characters in the game. This was followed by some work on an unannounced title for Warner Bros. Games. Finishing strong in 2012 with Guardians of Middle-Earth released under Monolith. I passionately pursued my job responsibilities scripting, rigging, skinning and providing technical support to the Character and Animation teams.
-
Analog Studios
I worked as a Technical Artist at Analog Studios, developing technical art solutions for mixed reality experiences across platforms such as Apple Vision Pro and HoloLens. My work focused on Unity-based XR pipelines, real-time optimization, character rig and tool development, and bridging artistic vision with the technical requirements of immersive, performance-critical MR applications.
-
Probably Monsters
I worked as a Senior Advanced Technical Animator at Probably Monsters, contributing technical animation and rigging solutions for a highly stylized new IP in early development. My work focused on building animator-friendly rigs, developing Python tools, and establishing efficient Maya-to-Unreal Engine workflows while collaborating closely across animation, art, and technical teams.
-
Studio Wildcard
I worked as a Senior Technical Artist on ARK: Survival Ascended at Studio Wildcard, supporting character and creature production through rigging, skinning, and pipeline tooling. My work focused on preparing bipedal characters, quadruped dinosaurs, and props for Unreal Engine 5, improving animation workflows, reviewing outsourced assets, and optimizing performance and visual fidelity at scale.
-
Turn 10
I worked as a Senior Technical Animator at Turn 10 Studios developing Forza Motorsport, supporting the character team through rigging, tooling, and pipeline development. My work focused on building reliable animation systems, preparing engine-ready character assets, and improving workflows to support Drivers, Crew, and Crowd characters at production scale.
-
Nintendo
I worked as a Technical Artist on Bowser’s Fury, contributing to character and object rigging, custom scripting, and animator-focused tools. My work supported expressive, gameplay-driven animation by bridging technical systems and artistic workflows while meeting the performance and memory constraints of the Nintendo Switch.
-
Microsoft
As a Technical Artist on Remix 3D, I helped maintain and evolve the art pipeline that powered Microsoft’s 3D asset ecosystem. My work focused on automation, tooling, and data integrity ensuring artists could efficiently publish, localize, and manage large volumes of 3D content across multiple products and languages.
-
Warner Bros.
I contributed early prototyping work for cloth and ragdoll physics on an unannounced title that would later become Middle-earth: Shadow of Mordor. This work focused on exploring believable secondary motion and physical response, helping lay the groundwork for systems that supported the game’s dynamic combat and character interactions.
-
Monolith
On Guardians of Middle-Earth, I served as one of three Technical Artists supporting the project through most of its development. My work focused on character rigging and skinning, animation support tools, and pipeline troubleshooting—helping the team adapt to shifting scope while delivering polished, animation-ready characters for one of the first console-focused MOBAs.