Professional Summary
Senior 3D Artist with over 20 years of experience spanning AAA console development and cutting-edge social metaverse platforms. Expert in end-to-end character pipelines, specialized in high-fidelity sculpting, Marvelous Designer cloth simulation, and complex rigging for both cinematic and real-time applications. Proven track record in developing modular customization systems and ARKit-ready facial animation rigs.
Technical Proficiencies
Character Art
High-poly sculpting, organic and anatomical modeling, hard-surface modeling, retopology, and mesh optimization for mobile and console.
Rigging & Animation
Custom rig controls in Maya, rigging for MoCap, and Unity character implementation.
Facial Tech
ARKit and VRChat standard blendshapes, plus corrective shapes for realistic rig deformation.
Texturing
Realistic PBR workflows and stylized hand-painted aesthetics.
Environment Art and Props
Creation of props and full environments. Have been singularly responsible for multiple levels in AAA titles.
Professional Experience
Character Lead | Utherverse.io
Feb 2023 - March 2026
- Architected a next-generation character customization system, developing base male and female models designed for dynamic body and facial customization by the user.
- Engineered high-complexity face rigs with full ARKit support for real-time social interaction.
- Modeled, textured, and rigged thousands of assets, including hair, accessories, and clothing, utilizing multi-LOD pipelines for performance optimization.
- Developed comprehensive skin tone variations and modular asset libraries to support diverse player identities.
Freelance Character Artist | V-Tubing & VR
2020 - 2023
- Partnered with high-profile V-Tubers to deliver bespoke, stream-ready 3D avatars.
- Managed the complete pipeline from initial sculpt to Unity-ready assets, including VRChat-standard blendshapes and clothing physics.
Lead Character Artist | Zero Transform LLC
Jan 2013 - 2020
- Headed character production for all studio projects, overseeing modeling, sculpting, and rigging.
- Provided cross-functional support for environment and prop art to ensure visual consistency across projects.
Production Artist | Sony Computer Entertainment of America (Bend Studio)
Jan 2005 - Oct 2012
- Uncharted: Golden Abyss (PS Vita): Focused on character art, rigging, and prop optimization for high-end handheld visuals.
- Resistance: Retribution (PSP): Served as Environment Level Artist, oversaw two full levels and the final boss chamber, and was sole studio Character Rigger.
- Syphon Filter Dark Mirror, Logan's Shadow, Combat Ops: Developed complex facial rigs for pre-rendered cinematics in Logan's Shadow. Executed character art, rigging, and level collision across three titles. Managed technical optimization and exporting for PSP and PS2 hardware.
Education
Associate of Arts in 3D Computer Animation
Digipen Institute of Technology | Redmond, WA
3D Computer Animation Coursework
Marycrest International University | Davenport, IA