I'm interested in games, computer animation and player modeling. Left, you see an artistic representation of me at the SIG Center for Computer Graphic's optical motion capture studio, which I ran for a year during my PhD.
My research work included methods for
mapping player behaviors to game-state; for developing user-friendly
crowd authoring tools;
and for studying how character and avatar animation can subtly influence players
(specifically, concerning naturalness,
emotions). I completed my PhD about character animation at the SIG Center for Computer Graphics
with Norm Badler. Since graduating, I have been working as a professional software engineer and lecturer specializing in game development and AI.
My resume is available here.
The reel to the left highlights some tool demos from various side projects and papers, specifically, my
puff modeler and volumetric renderer,
image-based tree modeling plugin for Maya, and my crowd brush demo from my 2014
I3D paper on macroscopic crowd modeling.
Oct 2016, Sophie Jörg and I have an upcoming journal article in CAVW entitled The effect of animation controller and avatar on player perceptions
Aug 2016, I'm doing a retreat at the awesome Recurse Center in NYC!
Aug 2015, WebGL Insights, which I helped review, is out!
Mar 2015, Ben Sunshine-Hill and I co-presented How to use machine learning like a responsible adult at the 2015 Game Developer Conference AI Summit.
Bayesian Clustering of Player Styles for Multiplayer Games
Artificial Intelligence and Interactive Digital Entertainment (AIIDE), 2015
Trade-offs between Responsiveness and Naturalness for Player Characters
Motion in Games, 2014 (Won best paper!)
Player perception of delays and jitter in character responsiveness
Symposium of Applied Perception, 2014
Stochastic activity authoring with direct user control
Interactive 3D Graphics and Games, 2014