Character Rigging ○ Hair & Cloth Simulation
Technical Art in Game Engines ○ Python Tool Development
Professional Experience

Technical Artist
Meta
May 2024 - Present
Collaborated with cross-functional teams to ensure that character assets for Meta's Avatars 2.0 update aligned with visual fidelity and performance standards. Provided technical support for art and animation tools as part of Reality Lab's Avatars team.

Character Technical Artist
Studio Wildcard
Nov 2023 - May 2024
Responsible for rigging and physics simulations for character assets and props featured in ARK: Survival Ascended. These tasks additionally involves blueprint implementation and Python scripting in Unreal Engine 5, as well as geometry processing in Houdini. I contributed to expansions such as Scorched Earth, The Center, and Bob's Tall Tales.

Character Technical Director
PlayStation Visual Arts
Feb 2022 - Sept 2023
Maintained rigs for a wide range of characters on The Last of Us Part I and The Last of Us Part II Remastered. Set up skins and enhanced hair and cloth simulation for various cut-scenes and gameplay, including characters featured in the roguelike survival game mode No Return. Collaborated with programmers to implement additional assets to function as intended in Naughty Dog's proprietary game engine.

Rigger
Psyop
June 2021 - Sept 2021
Involved with rigging and technical animation for cinematic trailers and TV commercials. Projects include Apex Legends: Escape Launch Trailer, Clash of Clans: Party Like A Queen, and a few Cricket Wireless commercials.

Rigging Artist
Illusionist Animation Studio
March 2018 - Dec 2018
Specialized in rigging but also worked on hair and cloth simulation for multiple projects. I also helped with technical problem solving between different departments and pipeline workflow.
