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 CV 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.