// About
With experience across Ubisoft's Anvil Engine, EA's Frostbite Engine, and Unreal Engine 5, I bridge the gap between art and engineering — building systems that feel instinctive, responsive, and production-ready.
Specializing in physics-driven gameplay systems, multiplayer networking, procedural animations, and production pipelines.
// Experience
// Skills
Physics-driven mechanics using 3D vector math and rotational dynamics in UE5 Blueprints and C++. From spinning tops to VR vehicle systems.
Real-time VFX with Niagara, procedural animation with Control Rig, VAT workflows with shader-based blendspaces, and MetaSounds-driven SFX.
State machines, blend trees, and animation blueprints in UE5 and Anvil to deliver frame-accurate, responsive gameplay experiences under all player input conditions.
End-to-end mocap workflow as both performer and technician — hardware setup, data cleanup, retargeting, and engine-ready delivery.
Modular character rigging in 3ds Max with MotionBuilder integration. Streamlined pipelines that improve iteration speed and reliability across character assets.
Python and MEL scripting for Maya and MotionBuilder automation.
// Tech Stack
// Portfolio
// Contact
Open to AAA roles