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Technical Artist Resumé



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  • Experienced and professional Technical Artist who is proficient in object and character rigging with Autodesk Maya and 3ds Max. Over the last 12 years, I have created and implemented optimized rigs and art development tools, reducing the time taken per task by artist an average of 50%.
  • Creative problem solver able to quickly identify workflow issues and inefficiencies. Through innovation I applied a balanced solution to remove redundancy resulting in an optimized art pipeline with a 30% decrease in production cost.
  • A multidisciplinary bridge between art, design and engineering. With a comprehensive understanding of animation, modeling and scripting combined with excellent communication skills, I successfully collaborated across disciplines to implement quality 3D assets and artist friendly tools on multiple projects.
  • Knowledgeable 3D Generalist quick to learn new skills. Throughout my diverse career I have worn many different hats culminating in broad areas of expertise. From digital content creation tools such as Autodesk Maya, 3ds Max, Photoshop and Substance Designer, to the latest production techniques in modeling, texturing, skinning and animation, I have the proficiency to work alongside artist and get the job done.


  • Autodesk Maya
  • 3ds Max
  • MotionBuilder
  • Photoshop
  • Rigging & Skinning
  • Character Setup
  • Pipeline Maintenance
  • Tool Development
  • Python
  • MEL
  • MaxScript
  • Documentation Writing


Turn 10 Studios, Redmond, WA  

Jul 2020 – Present

Senior Technical Animator

I worked as part of the character team responsible for bringing the Drivers, Crew, and Crowd to life on Forza Motorsport. Working closely with the Cinematics and Tech Art teams, I supported Animators and Cinematics artists with tools, rigging, and implementing content into the engine.

  • Added to and maintained Python-based animation tools, rigging, and mocap pipelines.
  • Worked with character artists to prepare, skin and export character assets for game engine.
  • Identified opportunities to improve workflows and increase efficiency.
  • Presented ideas, feedback, and created documentation relating to animation and rigging workflows.
Nintendo, Redmond, WA  

Nov 2019 – Jul 2020

Technical Artist

While at Nintendo I pioneered the role of Technical Artist, a position that had not existed before my appointment. This entailed working closely with various disciplines both locally and those in Japan.

  • Responsible for creating and implementing character and object rigs to achieve innovative and high-quality gameplay experiences based on supporting art direction.
  • Collaborated with other artists to create animation-ready 3D models with optimal deformation setup and motion controls.
  • Worked actively with other disciplines such as design, engineering, and audio to attain a high level of quality for 3D animations and other art assets.
  • Consistently maintained optimized assets to run within technical constraints such as memory and frame rate limitations and sustain clean and organized assets and file structures.
  • Supported the growth of new and enhanced art development tools and techniques.
Microsoft, Redmond, WA  

Nov 2017 – Nov 2018

Technical Artist

I maintained and optimized existing art pipeline while diagnosing then resolving problems encountered by artist and producers on many different platforms including Unity.

  • Reduced overhead 30% by restructuring ingestion pipeline and removing redundancy. This new workflow resulted in a more efficient process with net gains across multiple departments
  • Worked with character artists to prepare, skin and export character assets for game engine.
  • Developed artist friendly tool written in Python. Worked closely with artist to fully understand what their need was and how I could help them solve their problem. The resulting tool greatly reduced the artist workload and saved them time.
Warner Bros. Games, Kirkland, WA  

Jan 2009 – Oct 2012

Technical Artist

Responsible for character setup which included rigging and skinning of player characters, enemies and non-player characters. My role also entailed cooperation with artist, designers and engineers to troubleshoot tools and various other workflow improvements.

  • Integrated 60% of all art assets into the game engine while consistently adhering to strict guidelines, staying on schedule and below budget with respect to hardware limitations.
  • Saved countless hours of artist time with improvements to the animation rigs and artist pipeline or workflows. Introducing features such as auto-rigging and test levels for rapid prototyping.



Bachelor of Arts in Visual-Effects and Animation

Academy of Art University, San Francisco, CA

Coursework in 3D Modeling, Animation, Character Rigging and Skinning along with traditional fine-arts.