Hawkeye Lead Creature TD
As one of the Lead Creature TD’s on the show, I was responsible for the small team of creatures artsits from asset development through the completion of the first trailer. Our work included digi-double rigs and costume simulation setups for Clint Barton, Kate Bishop, Yelana Belova, and the Tracksuit Mafia. I developed the rig and feather simulation setup for the baby owl featured in the final episode. We also rigged three ropes, some vehicles, and an array of trick arrows.

A Wrinkle in Time Rigging, Creature Sims
Responsible for rig maintenance on Mrs. Whatsit’s leaf form. Designed a fully scripted leaf headdress rig. Creatued the Meg digi-double puppet and cloth rigs. Ran in-shot CFX simulations.

Aladdin (2019) Rigging, Creature Sims
Helped create the digi-double rig for Aladdin and the animation rig for Jafar’s genie variant. I was also responsible for parts of Jasmine’s costume simulation setup. In shots, I simulatated muscle, hair, and cloth for Jasmine, Aladdin, Genie, and Carpet; feather and fur simulations for Iago and Abu; and I maintained the animation rig for the flying variant of Carpet.

Terminator: Dark Fate Rigging, Creature Sims
Responsible for rigging on the REV-9 limb variants and the final sequence REV-9 indo-skeleton. Worked with artists in the animation and FX departments to create the animation rig for the divided REV-9 body. Also responsible for in-shot character cims for the REV-9 and T-800 characters in the final sequence.

Transformers: The Last Knight Creature Sims
Responsible for in-shot CFX simulaitons. Also created the rigid body destruction simulation for a shot featured in this reel.

Space Jam: A New Legacy Face Rig Tool Development
I was responsible for developing the tools used to merge the face rigs onto the body rigs. I was also responsible for diagnosing rig performance issues witht he face and body rig kit. And I contributed to an early version of the Lola face rig.

Open Season: Scared Silly Rigging, Tool Development
Developed an automated rigging module to attach mine carts to the tracks. The system embeds a ribbin in the track asset, then allows layout or animation artists to attach any number of mine cars to the setup. I was also responsible for the mine car vehicle rigs themselves and Ed’s werewolf variant body rig. Responsible for the creature rig for the deer tick character.

ROBO+REPAIR Rigging, Pipeline Development
Responsible for designing the main character’s fully articulated character rig. The rig features the ability to switch between three arm attachments and FK/IK switching on all arms and legs. When the artms and legs are in IK mode the ball joints rotate to keep the limb in the socket of the ball joint. The rig features a torso rocker with an arbitrary pivot around the waist. I was also the pipeline lead for my team.