Technical Animation

Real-time character animation, rigging, and VFX for AR/VR/XR training systems and game development. Specializing in production pipelines where animation has to perform — frame rate, memory constraints, and platform requirements come first.

FEATURED PROJECT - FATS AR‍ ‍(OVERMATCH / InVeris)

A fielded augmented reality weapons training system used by military and public safety organizations. I lead character animation, rigging, and real-time VFX — authoring hand-keyed NPC locomotion, combat behaviors, and de-escalation actions while building characters that populate live-scanned environments and react to trainee actions in real time.

WHAT I BUILT

  • Designed and rigged customizable character variants supporting dynamic generation across age, sex, race, body type, and clothing

  • Created NPC locomotion, combat behaviors, and de-escalation actions (compliance gestures, surrender poses, ground positioning)

  • Built impact particle effects, weapon VFX, and explosion systems

  • Optimized animation and effect performance for untethered AR hardware constraints

CHARACTER ANIMATION

Hand-keyed character work spanning NPC behaviors, gameplay animations, and performance-driven sequences. Foundational animation craft — weight, timing, posing, body mechanics — informs every system I build.

  • FATS AR de-escalation gestures (compliance, surrender, ground positioning) — keyframe-authored for behavioral readability

  • Precinct: ZERO player and enemy combat animations — reload cycles, weapon handling, hit reactions

  • Performance capture refinement — voice-matched character animation authored in Maya

WHAT’S INSIDE THE REEL

  • All character animation hand-keyed in Maya unless otherwise noted

  • AR Sports proof of concept (Unity)

  • Performance capture & facial animation

  • Drone swarm combat sequence

  • FATS AR production animation

  • Hoya Vision Care promo

  • Precinct: ZERO combat & vehicle animation