
Rigging artist for games and animation.
Latest credit: Smoke Break!, USC Games' award-winning 3D stealth puzzle game. My credited role was 3D Rigger, and I built the animation rigs for the factory machines that players interact with throughout the game. It is out now on Steam and the Epic Games Store.
I am an artist, filmmaker and gamer, and storytelling got me into all of it. It began with my closest friends and me making short, very low-budget films, which we still do today. Dramas, horror, action, sci-fi: as long as we had a story we wanted to share, we found a way to make it.
I started learning 3D animation in 2016, when I discovered Blender, and I was hooked right away. 3D opened up stories we could never film on our own, and I wanted to learn everything about it.
In high school, a friend and I started our school's animation club to share that interest and teach other students how to make animations of their own. Together, the club made short animated films for local film festivals.
The more I learned, the more I was drawn to the technical side of the pipeline, such as rigging and simulation. What inspires me most is building the tools and systems that other artists then use to create the art behind the story. That came together on Smoke Break!, where I planned each machine's motion range from its concept art, then built the rigs and their custom controllers with feedback from the animation team. Seeing those machines move in the finished game was incredible.
None of it happened alone. I do my best work as part of a team, and every team I have been on has shaped how I work. On Smoke Break!, that meant showing my work early and taking feedback openly, so every rig did what the animators needed it to do. I am grateful to the colleagues, professors and mentors I have learned from, and to the friends I have been telling stories with from the very beginning.
Outside of animation, I enjoy hiking, music and volunteering for my city. I also spend plenty of evenings playing Factorio, Minecraft, Rocket League, Overwatch and Project Zomboid with my friends.
LinkedIn posts
Special thanks to Alvin Shi for telling me all about your incredible research with Professor Theodore Kim on curvature space editing of highly-coiled hair, definitely one of my favorite research papers presented this year at SIGGRAPH! The ability to have more artistic and creative direction over these hair types really expands the potential diversity of characters and styles we can feature across movies and games. Check out his amazing work here! https://lnkd.in/gybgjq7C Lots of cool hardware being shown off too, check out Dell’s robot pictured below. My favorite had to have been Framework’s booth showing off their latest laptop with LPCAMM2 memory and an incredibly user repairable design!View on LinkedIn: post from Jul 23, 2026, opens in a new tab
Smoke Break! hits the front page of Steam under the Free to Play category as the Game Devs of Color Expo kicks off today!View on LinkedIn: post from Sep 16, 2025, opens in a new tab
Let’s gooo!!! Super thrilled to see how far our game has come and thank you to all the hard work from our leads who continue to support and promote the game at festivals and competitions!View on LinkedIn: post from Aug 21, 2025, opens in a new tab
Official trailer out now! Plus an Epic Games Store launch added alongside our Steam launch on May 13th!View on LinkedIn: post from May 8, 2025, opens in a new tab
It's been so much fun and quite a journey working as a 3D machine rigging artist for Smoke Break! It means so much to finally see it getting published on Steam. Awesome work everyone! It's crazy how much this game has transformed since I first joined the team as everyone has been putting in so much love, time, passion and skill into this incredible game.View on LinkedIn: post from Apr 26, 2025, opens in a new tab
Working with CSUF's new OptiTrack motion capture system here. We're super excited to be working alongside our performing arts majors to get some more performance mocap going next week!View on LinkedIn: post from Apr 5, 2025, opens in a new tab
Currently working on this for my capstone course, which I'm challenging myself to learn some of Houdini's systems for. One of my favorite ways to learn a new software is to just have fun, break things, find out a couple dozen different ways of how not to do something, but ultimately seeing a result start to resemble something that makes other people smile always makes it all worth it.View on LinkedIn: post from Mar 5, 2025, opens in a new tab
Last week I started my new position as a Machine Rigging Artist working on the exciting USC Games project Smoke Break! You can learn more here: https://lnkd.in/gPjbYE69 I'm super hyped for our game to be published on Steam in early March! It's been really fun play testing some of our early builds lately. Here's a rig I wrapped up this week for our game:View on LinkedIn: post from Feb 9, 2025, opens in a new tab
Here's a sword prop I made for my 3D character sculpting class. I'll be posting the character that this prop goes to very soon, currently working on retopologizing the character at the moment. https://lnkd.in/gm7W3MvQView on LinkedIn: post from Dec 7, 2024, opens in a new tab
Here are some scenes I lit around a year and a half ago but went back to last week as I had recently learned how to use the ACES color management workflow and wanted to continue to practice my color grading and other post production skills.View on LinkedIn: post from Nov 12, 2024, opens in a new tab