(2020) head turn test for a senior thesis project I’m helping out on, this rig is so fun to work with becuase it uses the geometry for selection instead of keys

(2020) LilBot Enter Exit assignment from 3D animation 1 class, focused on rythm, and timing

-Animated in maya

(2020) Dialogue animation [Blocking Spline] basic timing and body mechanics down with very crude blocking for the mouth movements.

-Animated in Maya

-Rigs by Gabriel Salas

(2020) Focused on facial expressions, this was a fun 3 day project, most of my time was spent replaying and retiming the subtle movements and balancing pauses with change in emotion. I also shaded and lit this animation using Arnold, it was a learning experience!

-Rig by Gabriel Salas

(2019) *W.I.P. CHECK* This is a fun quick animation animating in 30fps for the Blizzard Student Art Contest, it doesn’t really fit the theme of WoW, but it was more about creating a cool emote more than anything. Winning the contest would be nice, but the main goal is to have fun!

-Animated in Maya

-Rig by: Vladimir Mokhov and Stephanos Shino

(2019) Scared Take animation for Rusty Animator’s monthly challenge, this is one of the most complex animations I’ve done, focusing on the shape changes in the posing and creating believable facial expressions.

Rig by Gabriel Salas

(2019) Short animation test on character and appeal, animating in 24 and then exported at 12fps to give a more stop motion feel, making the character more handmade and playful.for this the pinwheel rig was pretty difficult to work with since the controls weren’t set up properly, and a lot of counter animation needed to be done to make the weight shifts believable. It’s fun to see the progress two years can make!

-Animated in Maya

-Juice box rig by Joe Daniels

(2019) Another short test animation, love the appeal of this rig, this animation was more contained next time I’ll try more cartoony animation.

-Animated in Maya

-Rig by

(2019) Body mechanics exercise, reference “Baby Moana” for the first half of the motion and then improvising based on that. keeping the character off-balance, but not looking broken and keeping it appealing is a challenge.

-Animated in Maya

-Rig by Joe Daniels

(2019) Simple mechanics exercise, starting to put hour limits on my work to force me to prioritize and work efficiently and consistently, this one I limited to 12 hrs total (ideation, animatic, lunch, animation, lighting, rendering, and comp). I realized that 12hrs for something this simple is pretty good for me because I got through a fair bit of polishing the animation, I did spend too much time on the lighting, so I will have to account for that next time.

-Animated in Maya

-Rig by Ugur Ulvi Yetiskin

(2019) 24hr turned to 4 days of non-stop work, and I’m happy with the result.

-Animated in Maya

-Rig by

(2018) Showcase knowledge of body mechanics, camera movement, lighting and rendering. The purpose was to grasp an understanding of the animation pipeline, from animatic to final render.

-Animated in Maya

-Rig by Anh Nguyen

(2017) Dialogue scene animated for fun. Consulted Disney Animator, Mario Furmanczyk for guidance regarding clear posing; the result being stronger gesture, clear silhouette, and convincing emotion.

-Animated in Maya

-Juddy Hopps rig created by Mahmoud Youssef Ellithy

(2017) Exploring puppet animation, and pantomime storytelling.

-Animated in flash

(2018) Pencil test for character design, to help solidify bubbly and curious personality.

-Animated using Sketchbook Pro.

(2017) Class assignment: Bookmark model.  Camera movement added later to showcase the model.

-Modeled and animated in Autodesk Inventor

(2017) Learning the basics of Maya and exploring camera movement and rendering.

-Animated in Maya.

-Juicebox rig created by

(2017) After many tests, I delved into a full animation with multiple characters reacting to one another, along with the addition of a weapon with its own rule of motion and I can play with how the characters move given that new range of motion.

-Animated in Macromedia Flash