Technical Animation Director
Electronic Arts

(Public Company; ERTS; Computer Games industry)
June 2008 — January 2010 (1 year 8 months)

Designed and implemented all in-game interactive animation features and behavior on an original 3rd-person action title at EA’s Black Box Studio in Vancouver. Responsible for all in-game animation tools, workflows and pipelines, using DICE’s Frostbite 2 Game Engine, and EA’s proprietary internal animation solution. Highlighted features included one-on-many fighting, tightly choreographed interactive on-on-one melee and “fatality” animation, raycast-based world navigation over arbitrary surfaces (including vaulting, climbing, jumping and ledge clinging), interaction with destructible elements in the environment and more.

Currently responsible for the design and implementation of all in-game animated character and vehicle features and behavior for an upcoming title in the Need For Speed franchise.

I wish the last paragraph meant that market research showed gamers want to play a semi-realistic style-based racing game with an annoying Great Gazoo-esque sidekick.