Welcome

Who's
watching?

I'll tailor what you see. You can always switch later.

Film & TV
Character performance, narrative, dramatic range
Games
Mocap pipeline, locomotion, real-time animation
Creature & VFX
Creature rigs, quadrupeds, physically complex motion
Advertising
Punchy timing, appeal, brand character work
Just Browsing
Show me everything
Character Animation

Bringing characters
to life.

SCAD BFA. Professional experience across film, advertising, and aerospace. Open to full-time, part-time, or freelance.

Selected Work

Shot Breakdown

0:00 — 0:09
For Such a Time
Short Film — Dir. Dennis Davis
Responsible for all character animation in this shot. The scene required layering two simultaneous performances — actors playing characters who are themselves performing on stage — demanding a nuanced double-consciousness in every pose and expression. Directed by Dennis Davis.
Character Performance Facial
0:09 — 0:34
Animus
Short Film — Dir. Kai Wen Goh
Responsible for all animation across these sequences, including dragon/creature animation and full-body fight choreography. The work demanded a strong command of body mechanics, weight, and impact — while maintaining believable creature performance and emotional intent throughout each scene.
Creature Body Mechanics Dragon
0:34 — 0:47
Tourist Pho
SCADPro × NASA — ICESat-2
Responsible for all animation on this Instagram Reel, produced as part of a SCADPro collaboration with the NASA ICESat-2 mission. The brief required translating real satellite science into accessible, character-driven storytelling — balancing technical accuracy with broad public appeal in a punchy vertical format.
Character Advertising NASA
0:47 — 1:09
Facial Performance WIP
Personal Project
A self-directed facial performance study, animated in passes — head and body first, then eyes, then mouth — to isolate and refine each layer of expression. Three versions are available: the latest pass, a side-by-side with the live-action reference, and a breakdown of the full process.
Facial Performance WIP
Unreal Engine Tests — Animus
Real-time development work for the short film Animus. Camera, cinematic, and layout testing in Unreal Engine alongside stylized particle and fire simulations — both 3D and 2D approaches explored.
Camera / Cinematic / Layout
Particles / Stylized Fire 3D
Stylized Fire Exploration 2D
Creature Cycles
Locomotion cycles built for real-time use — stylized seagull flight shown from multiple views, plus a realistic dragon animation in-progress. Designed with blendspace-ready structure in mind.
Seagull Fly Cycle — 4 Views
Seagull Fly Cycle — View Blend
Dragon Animation — Render WIP
Motion Capture
Full mocap pipeline work using Vicon Shogun for capture and MotionBuilder for cleanup. Process video shows the raw data and retargeting workflow; final video shows the cleaned, polished result.
Process — Capture to Cleanup
Final Cleanup

Toolkit

Skills & Software

Maya MotionBuilder Adobe Suite Vicon Shogun Facial Animation DaVinci Resolve Unreal Engine Mocap Performance ShotGrid Locomotion Systems Creature Animation Blender Timing & Appeal Body Mechanics
"I care about performance — every frame should feel like something."
SCAD BFA graduate with hands-on professional experience spanning independent film, NASA's ICESat-2 mission, and advertising. Equally comfortable with keyframe and mocap pipelines.

Based in Jersey City, NJ. Open to relocation for the right project. Available full-time, part-time, or freelance.
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