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Fortnite Festival

Frame Machine
Jun 2023 - Dec 2024

Festival Reel

Role: Unreal Implementation Artist

Responsible for:

  • Implementing and rendering 30+ emote animation from Maya into Unreal for Fortnite Festival

  • Clearly communicating with team of 12+ animators to ensure technical requirements were being met

FortniteFestivalBanner

Sorelle

USC Games

May 2023 - Aug 2024
Steam Page


Role: Lead Animator

Responsible for creating animations for one of the main sisters as well as creating the rigs for all the characters. Worked closely with animators and engineering ensuring quality animations and smooth implementation of assets.

Landscape_BG_w_logo.png

Rigging

For this project I created:

  • 8 advanced character rigs,

  • 3 prototype rigs

  • 5 generic NPC rigs

Due to the amount of rigs required I developed many automated tools to speed up our workflow. Prototype rigs were created using a custom auto rig script I wrote in Python but slowly realized I would need to develop my tool further than was practical. So I adapted plugins mGear and ngSkinTools to use their tools to be able to quickly generate high quality and easily adjustable rigs. 

Prototype Rig

Proto_AlessendraRig.png

Final Rig

AlessandraRig.png
Proto_BellaRig.png
BellaRig.png
Proto_CapriRig.png
CapriRig.png

Facial UI

Animations

I was the lead animator in charge of a team of 2 other animators. We created 40+ animations and I made sure to review each to ensure the quality of our animations. I was also responsible for trainer the animators on our animation rigs and tools to ensure they could work as effectively as possible.

I was directly responsible for the animations of Bella, one of the main playable characters, as well as implementing nearly all of the animation assets into Unreal.

NPC Randomizer

To help populate the levels, I designed a generic NPC randomizer system in Unreal using blueprinting. This allowed for 100+ unique villager with only a fraction of the amount of assets need.

 

Features:

  • Fully randomized  NPC characters every time 

  • Supports manual selection of for each NPC type 

  • Saves randomized sets of clothing if you want to keep a certain NPC
     

Sorelle_NPC_Blueprint_Overview.png

Bird's Aren't Real

USC Games
Sept 2022 - Sept 2023

Steam Page

Role: Animator

Animator for USC Games project as part of a 30+ team of designers, engineers, and artists. I was assigned to the systems team working together with engineers and designers on bringing our NPC's to life. I was responsible for the rigging and animations for the NPC's in Maya and then importing them into Unity. I also help set up the animation states and various triggers for designers and engineers to use in-game. 

Banner_V2_With_Shadow.png

Gameplay Trailer/Team Interviews
(Skip to 2:20 for interviews)

Videographer/Editor

Behind-the-scenes interview video discussing development of Bird's Aren't Real. The video was shot and edited by me over the course of a week. Created within a week to be able to be presented at USC Games Expo.

NPC Animations

NPC Rig

Generic Color Shift Shader

Custom Unity shader developed for designers to quickly recolor assets in-engine

Unity Animator

I also contributed to setting up the animation states for the NPC's within Unity. I set up animation layers, animation states, and triggers so that the proper animations played correctly. System was designed closely in collaboration with engineering to make sure it was compatible with the systems in game.

Below is an example of one of the many animation states I set up for the NPC's. This state controlled the animations when the NPC is carrying an object. 


Screenshot_2023-03-23_203427.png

Anpu

Summer course  where we designed and animated our own creature over a course of two weeks. Once rigged we added motion capture to create our final animation.

Programs Used: Reality Capture, Zbrush, Maya, Motionbuilder, and Maromoset toolbag.

Concept Art

Anpu_CharacterSheet.png

Marmoset Render

AnubisMarmoset_Viewport_001.png

Final Sculpt

AnpuSculpt.png

Final Video

Contact Me

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