Spiderman 2 Technical Art Reel
▶ Reel Breakdown
I contributed to Spiderman 2 as a Technical Artist. One of my primary responsibilities was building the facial rig workflow for MetaHumans in Unreal Engine, integrating mocap animation from Maya to Unreal. This pipeline streamlined the transition between Maya and Unreal, reduced facial development time for mocap facial shots by 30%, and improved efficiency for both tech artists and animators. I focused on creating tools and workflows that allowed the team to consistently deliver high-quality facial work while minimizing friction across departments.
What Was Showcased in the Reel
The reel features a MetaHuman head test that demonstrates the workflow from mocap animation in Maya to final integration in Unreal Engine. This example illustrates the facial rig deformation pipeline I helped establish.
Ratchet & Clank: Rift Apart Technical Art Reel
▶ Reel Breakdown
I was welcomed onto this project late into production and my tasks were to evaluate the main characters, Ratchet and Rivet, and help get them across the finish line.
Reel Breakdown:
- Ratchet face polish
- Armor rigging/workflow (optimized process so individual Character TDs could absorb all armors)
- Rivet face polish
Autodesk Bifrost Rigging Modules Tutorial Series
▶ Playlist Description
Collaborated with Autodesk to design and implement a modular biped rig built with Bifrost Rigging Modules, showcasing procedural workflows and advanced animation controls. The resulting tutorial series demonstrates how to create, customize, and integrate Bifrost rigging modules. Hopefully empowering future artists and technical teams to explore a new procedural approach to rigging and animation.
Unreal Engine Rigging & Animation Exploration
▶ Project Description
I created this fan-art of Shark Kitty to test Unreal Engine 5.5's new animation and rigging features. Using Maya for modeling and morph targets, Substance and GIMP for texturing, and Unreal for materials, rigging, and animation, I explored the modular Control Rig system's potential and limits. Specifically how far I could push it considering it's limited flexibility for extreme squash and stretch. To meet mobile skeleton constraints (<75 bones), I built custom rig components and designed a custom 3-bone IK solution that maintained consistent femur and tarsal alignment, including a procedural secondary IK chain driven by iterative "For Loop" nodes. This project was a deep dive into Unreal's evolving rigging ecosystem. While powerful yet it's still maturing. Despite some friction with vertex selection and morph-target stacking, the process showcased Unreal's promise as a standalone DCC for animation. Many thanks to Peter Sandeman and Warren Wang for their help, and full credit to Yogin, the original creator of Shark Kitty.
Animated Short Look Test
▶ Look Test Description
While at Dreamworks Animation, I had a once in a lifetime opportunity to direct a short that was very close to my heart. One day I hope to have the skillset to finish this project. I do want to celebrate the people who were such a blessing to work with. This look test was created for the short film, exploring the visual style and character rendering. Special thanks to the talented artists who brought this to life:
Modeling: Hyun Huh
LookDev & FX: Yancy Lindquist
By Ramone Zibach
By Rune Bennicke
By Brian Wang
By Joe Moshier
Credits
- Jeffrey Hermann
- Jennifer Howell
- Chris deFaria
- Jon Schmidt
- Matthew Tucker
- Raymond Zibach
- Hamish Grieve
- Brian Wang
- Brendan Murphy
- Kirsten Kawamura
- Rune Bennicke
- Patrick Walsh
- Matt Baer
- Jeff Budsberg
- Jill Hopper
- Joe Moshier
- Chris Meinen
- Andy Erekson
- Bill Otsuka
- Hyun Huh
- Stan Seo
- Yancy Lindquist
- CK Horness
- James Ryan
- Mark Fitzgerald
- Jay Bixsen
- Sean Choi
- Orlando Duenas
- Arin Mathern
- Meghan Shearer
- Damon Obeirne
Bad Guys Rigging Lead Showreel
▶ Reel Breakdown
As the Body Rigging Lead for The Bad Guys, my responsibilities were to establish standards across the show, help develop techniques to achieve the film's distinctive stylized look, and build workflows that artists could adopt to deliver high-quality work efficiently. A good example of this was a workflow for integrating wardrobe seamlessly with stylized wrinkles, published by the rigging team. Beyond the technical aspects, one of the most rewarding parts of the role was mentoring artists. Helping them expand their skills, get them confident in using proprietary software, and contribute their own creative problem-solving to the pipeline.
Reel Breakdown:
- Wolf Body
- Eyeliner and eye stunt effects geometry/rig system for all characters across the film
- Police Chief Body
- Shark Face, Body
Trolls World Tour Rigging Lead Showreel
▶ Reel Breakdown
As a rigging lead on Trolls World Tour I managed character and prop setup, including rigging, weighting, and skinning, increasing delivery speed by 200%, saving ~50 man-weeks. I also had the opportunity to rig approximately 74 bodies, faces, creatures and props. That ended up being about ~0.95 rigs a week. Although that doesn't include the hundreds of hair/wardrobe assets I installed as well (I didn't have a good way to figure that number out).