3D Character Animation

I have animated for two TV shows for kids. FriendZSpace is a Flying Bark production (animated by Mighty Animation) that follows three kids as they navigate deep space to make friends! This cartoon is currently streaming on MAX in other countries & will be releasing on Peacock in the USA soon.

The Wingfeather Saga is a Shining Isle Production based on Andrew Peterson’s fantasy novels of fantasy and family! It’s currently streaming on the Angel Studios streaming service.


Motion Graphics & Design

I have previously worked for a duopoly news station, News Channel 11 & ABC Tri-Cities, serving the Appalachian Highlands/Tri-Cities area for a handful of years. Such skills & projects were kinetic typography, infographics, logo desgin, graphic packages, web ads, & visual effects for promotional material.

Additionally I have freelanced with Agora Community’s social media pages: Frame by Frame. I created various breakdowns of animated projects to help inspire their followers for their monthly Anim Challenge.


Game Development

I’ve been growing my game dev skills. Whether that be rendering animated scenes using Unreal Engine’s real time render engine, or tinkering around with blueprints and custom animated characters.

Gauldar to the right is a character & study inspired by two of my favorite franchises: Gauntlet and The Legend of Zelda. The next steps are to get him swinging and some enemies to fight! Gotta chop something with that axe!


Creative Research

With research & creative activity I stay aware of new tools & techniques for my areas of study. Lately this has meant directing an animated short film with students funded by URECA Grants. MTSU students have received $9,500 for their contributions thus far. As a result of this I have become a featured mentor leading students on the production that I treat like any real-world production.

I’m always looking to test and incorporate new tools and techniques regarding the 3D animation pipeline. Whether that be diving into new ways a hand rig can be built, exploring new software for explosive simulations, or potentially solving that pesky process of cleaning up default weight paints.