For Recruiters: FAQ
· 4 min read
What in your reel is actually yours?
Most of it is from shipped studio titles, so it's collaborative.
At Supergiant I was hands-on across the rigs, models and animations on Hades, Pyre and Transistor. The character work in my reel there is work I built.
At EA I led the team and worked on the benchmark that defined the animation and look of the game. The clips in my reel are all work I did developing the character style, through modeling and short intro sequences. ZBrush, Maya, rigging, animation, and rendering in V-Ray.
At Niantic, all the clips are mine except the one at 00:18. I did the animation, rendering and compositing. What's not in the reel is the animation-system work.
If a specific piece matters, ask me to walk you through it. I'll tell you what my hands touched, what I directed, and what I'd redo now. That usually says more than the reel does.
Do you do gameplay and combat, or mostly cinematic?
Gameplay first. That's my strongest skill. Supergiant is where I learned game feel, and it's still the part I chase. A responsive character is the outcome I enjoy pursuing.
Do you rig, or just animate?
Both, all with Maya and the mGear framework. Getting a solid setup from the start saves hundreds of hours, headaches and messy pipelines. I build the rig and iterate on it as I animate. Once there's a solid version, I pass it to the team. If we have a rigger in-house, I hand them my version so they can optimize the setup and turn it into a clean pipeline.
What programming languages do you know?
JavaScript, TypeScript, Python and C# are the ones I lean on. Python for Maya pipeline tools. C# for Unity. JavaScript for AI pipelines. TypeScript for frontend and backend. I've also used C++ with Unreal Engine on the Berlin Heat demo prototype.
I'm interested in characters. The tools I've picked up all come from wanting to make them more believable and responsive.
Unity or Unreal?
I find Unity very versatile and Unreal extremely robust. Every project has its own variables, so it comes down to the constraints. For gameplay animation, Unreal is ideal. For building animation systems, Unity gives you the most flexibility.
Are you an animator, a lead, or a technical animator?
I sit between art and engineering. Getting characters to feel alive means getting into the engine, tweaking, testing, feeling the control and interaction. The goal is the most believable character, and in the process you end up speaking code.
In one line: I make characters feel alive, and I design and build the systems that let a team do that at scale.
What have you used AI for, and how?
Two ways. As a character mechanic, the runtime AI character system I built at Company Picnic, and Berlin Heat before it, characters that react to the player in real time instead of running baked clips. And as a quick prototyping tool, I'm a heavy Midjourney and ComfyUI user.
For me it's continuity, not a pivot. The goal is the same as Hades, making someone care about a character. The tech just reacts in real time now, so the craft moves upstream: you shape what the system is rewarded toward and the reference it learns from, then protect the few frames the player actually feels.
What's your leadership style?
I protect people's autonomy. Set clear benchmarks and the why behind them. Feedback is about helping the animator clarify their idea and communicate it clearly.
I stay hands-on across the whole pipeline. I'm the first to test things before anything goes to the team.
What's an honest gap?
A couple. I need long-term goals, I find it hard to think like a freelancer. I've come to appreciate the value of sustained effort over a long period of time, and that's how I do my best work.
I look for spaces where I can create, iterate, and see things blossom.