Professional Credit Gameography
Currently
I’m working on two games. One is an unannounced shooting game set to release on the Xbox 360 next spring, and the other is a strategy fighting game set to release to both the social and mobile gaming networks. I can’ wait to share more information about these projects as their release gets closer.

Ben 10: Ultimate Alien – Cosmic Destruction
Released: October 5, 2010 | PS3 / 360 / Wii / Ps2 / PsP
Ben 10 Ultimate Aliens was an awesome game. The follow up to our first successful Ben 10 project, this game wasn’t just a re-enveloped sequel. We significantly redesigned the fighting engine. I researched and developed an entirely new fighting system based on the industry’s most popular action adventure fighting engines. The result was an extremely fast paced fighting experience that allowed us to expand the player animations and provide a more visually appealing game for our audience.
Cars Toon: Mater’s Tall Tales
Released: October 19, 2010 | Wii
Mater’s Tall Tails was the second Pixar title I was able to work on at Papaya. Based on Pixar’s popular Cars movies it was an important title of papaya. Held to those same standards we brought the cars world to life in another mini game based release. It was a real challenge to animate cars and give them readable human characteristics. The end results were really amazing to see.
Ben 10: Alien Force – Vilgax Attacks
Released: October 27, 2009 | 360 / Wii / Ps2 / PsP
Ben 10 Vilgax attacks was a great game for me. Published by D3 and based on one of cartoon networks most successful television series it was a great series for Papaya to land. I did everything I could to make Ben 10 our most successful game. I took it upon myself to work with the lead programmer and designer to better develop our fighting engine so we could deliver a more accurate gaming experience. It was also the first title where I was the lead animator for the main character as well as many of the other secondary characters. I was really proud of the leaps and bounds the game pushed our studio.
Toy Story Mania (Wii)
Released: September 15, 2009 | Wii
Toy Story Mania was the highest profile game I was able to work on at Papaya studios. Working directly with Pixar we were held to the highest animation standards. It was also the first time we had a real animation structure. Working under Mike Dietz I learned more animation knowledge from him and his team than any of my previous projects. I even saw our games commercial on primetime television!
Ghostbusters the Video Game
Released: June 16th 2009 | Ps3 / 360 / PC
Ghostbusters the video game was a blink and the missed it project I was able to work on for a weekend. In a three day time span I was introduced a producer at terminal reality and asked to create a short cutscene animation for their upcoming game. It was my first experience working as a freelance animator and extremely fun. Although the cutscene was only 10seconds long at was a proud moment for me because it was the first time my animation had been featured on the next generation game console.

Coraline
Released: January 27, 2009 | Wii / Ps2
Coraline was the third game I worked on at papaya studios. This small project was based on the Laika’s stop motion feature film and published by D3 Studios. On this project I quickly learned about the fast paced speed a game can be developed it. I was tasked to not only handle numerous in game and cutscenes animations but I was the main rigger for every character in the game.
George of the Jungle Search of the Secret
Released: March 11th 2008 | Wii / PS2
George of the jungle was my second game at Papaya. It was a fun side scroller based on a popular Cartoon Network property that was published by Crave Entertainment. While on this project I was able to continue to learn and it was first experience working with a fighting engine.
Disney Princess: Enchanted Journey
Released: October 30, 2007 | Wii / PS2 / PC
Enchanted princess was my very first game as a profession animator at Papaya Studio. Being a Disney property we were given the okay to animate some of Disneyland most loved characters. The great thing about working at a small dynamic studio like papaya was that I was quickly able to prove myself and animate some of the games most important cutscenes.
