
I’m a Technical Animator and 3D Generalist with a strong background in character creation and a focus on technical problem-solving. I enjoy working across both the artistic and technical sides of the character pipeline, with sculpting and character modeling being a core part of my skill set.
I have experience across the character pipeline, including retopology, UV mapping, texturing, rigging, and Unreal Engine. I particularly enjoy tackling technical challenges, building tools, and improving workflows. I work primarily in Maya and have been developing my Python skills through custom rigging tools and a modular autorigging system.
I’m interested in opportunities where I can combine my character art background with technical animation, particularly in rigging, tools, and pipeline development.