
Dungeon Boss
Join millions of players worldwide and battle to be the Boss in this fun strategy RPG! Collect and build teams of powerful heroes, upgrade their unique abilities to battle epic bosses, and defend your Dungeon from raids!
FEATURES:
• Summon a horde of goblin warriors, ninja assassins, majestic knights, and mythical beasts.
• Collect & upgrade fantastic heroes and build custom teams to guard your Dungeon.
• Raid the dungeons of your friends and foes to steal their gold in battles. Get sweet Revenge against other players who attack your dungeon!
• Explore many battlegrounds and take your teams to fight in campaigns against fierce bosses.
• Summon a friend’s strongest champion in battle to get your team out of a jam and take that boss down.
• Test your skills in the Tower of Pwnage, Challenge Mode, and if you dare, Boss Mode.
• Upgrade your gear and customize abilities by crafting runes.
• Journey through a special quest to unlock each hero’s Epic ability.
• Switch up your hero’s look with unique skins.
• Reap more rewards from new Events and Quests every week!
• Learn from other players’ strategies by watching battle Replays in My Dungeon.
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New Super Lucky's Tale for Nintendo Switch
New Super Lucky's Tale is a vibrant 3D adventure platformer that follows Lucky, the ever optimistic and lovable hero, on a quest to find his inner strength and save the world. A vibrant, 3D adventure platformer with roots in genre classics, upgraded with best-in-class mechanics, built by and for platforming fans.

CastleVille
Zynga acquired our Dallas based studio, Bonfire, and we set out on an ambitious journey to make Castleville. Due to Farmville’s wild success, Zynga wanted our studio to push the levels of art and add depth to crafting with Castleville. For the animation team, this meant some difficult challenges, but a great opportunity to come up with creative solutions. These are just a handful of characters I had the pleasure of animating before becoming Lead Animator. After taking on this role, my responsibilities circled around training a couple of satellite studios, coordinating with Zynga HQ, and training the next Lead Animator.
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Unlike most games, animators worked directly with the concept art team instead of modelers. This allowed the charm of the concept itself to be directly animated on. As a studio, we came up with a render to front camera style using layered alpha’d polys as shown in this chicken run cycle. With each character asset, we worked closely together on what would move and ensured that any upgrades to the character would be able to utilize the existing skeletons and animations.

The avatar system would set forth the tone of our pipeline and export flow. The player was allowed to customize several components of their avatar ranging from heads, torso, waist, and even headgear. Not only were the outfits interchangeable, the player was granted access to change color themes on 2 fronts. All the components, mask definition, export, and implementation were funneled through animation.
