With over 20 years in feature films, AAA games, and advanced performance capture, I’ve had the chance to contribute to some of the industry’s biggest productions, including Avatar: The Way of Water, Avatar: Fire & Ash, The Last of Us Part II, God of War, and Star Wars Jedi: Fallen Order. My work spans motion editing, gameplay animation, and technical direction, with a focus on clean pipelines, reliable tools, and high‑quality performance capture.
Most recently, I worked as a Motion Edit Senior Artist & Technical Director at Lightstorm on the Avatar sequels. I focused on developing tools, shaping pipeline standards, and helping the team work more efficiently. I collaborated closely with engineers and show leadership to build production‑ready utilities and created clear documentation and tutorials to support a large, distributed animation team.
In previous roles, I worked as a Senior Motion Editor, Lead Face Technical Artist, and Lead Animator, giving me a wide range of experience across tracking, cleanup, retargeting, traditional hand‑key animation, rigging, and in‑engine integration. I’ve always enjoyed the mix of creative and technical problem‑solving that comes with this work.
My technical strengths include Maya, MotionBuilder, Unreal, Giant Software, Vicon and Python/TCL/MEL scripting, along with a deep background in optical body and face capture systems. I’m driven by precision, collaboration, efficiency and helping teams deliver performances that feel grounded and believable.