Motion Capture

Project Morningstar

I am the lead animator for Project Morningstar’s cinematics team. We produce short episodes showcasing different factions to go along with our 3D printable miniature models.

Responsible for motion capture cleanup, scene management, and asset implementation.

Unreal’s retargeting tools let us iterate quickly during previs, then we take the animations into blender for additional cleanup.

Watch the full episode here!

I joined the team during episode 3. It reached top 40 in the US Youtube Hype leaderboards and secured funding for our finale!

3D Animation

Get to the Orange Door

Enemies I animated for the game. Responsible for both animation and rigging.

Cinematic animations. The first is played back in-game and seamlessly transitions to back to gameplay. The second is a concept we developed for a trailer. Responsible for character animation only.

K8, a shopkeeper. She has a variety of greetings, idles, and farewells.

A concept for an (ultimately scrapped) execution system.

GTTOD is available on Steam

Check it out here! At the time of writing, the game has almost 3,000 reviews and an 88% positive rating.

Other Works

A Compilation of First Person pieces. Purposes range from model showcases, to games, to mod projects. Responsible for animation only.

Models provided by Martino DB, TastyTony, and Filthycent. Rigs by Hozq, Brayan Garcia, and Steelraven7.

College projects from my time at Ohio University. Responsible for all animated elements, including models, rigs, and implementation.

Technical Art

Player Animation Control

A College project in colaboration with Papa Hughes, Miriam Snavely, and Chris Hare. I handled our player controller and animation configuration.

Step, vault, and clamber mechanics.

Player movement and animation blending

Stylized Materials

A wide range of non-photorealistic materials. 

Shading effects are procedural, with additional control via painted shadow weight maps.

Cat character design by Charlie Helms, responsible for all other elements.