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