I make games.I build systems for movement.
I’m a Senior Technical Animator at Tencent. I build systems for gameplay and animation, so anything you see on screen that moves, including character behaviors and transitions, can be part of my responsibility.

I’ve worked on different kinds of gameplay and animation systems. Here are a few that stand out.
Monster Hunter Outlanders
At Tencent, I work on locomotion and combat systems for the Monster Hunter mobile game. The systems need to support different character behaviors while still feeling responsive to the player.
Assassin’s Creed Valhalla
For Valhalla, I worked in a small group with one engineer and one animator. We built the system specifically for the project instead of copying it from the previous game.
Assassin’s Creed Origins
I worked on cinematics and gameplay animation for Origins. This included the systems and character behaviors behind what the player sees moving on screen.
Skull & Bones
I worked on animation systems for crews and characters moving on ships. One of the main problems was supporting movement on a surface that was constantly shifting.
I build side projects as a way to learn by doing.
Most of these projects are how I learn and immerse myself in AI. They give me a specific problem to work through, and they let me explore a more creative and playful side of what I do.
ls -la everything/ ↗Still becoming.
Gameplay and animation systems for the Monster Hunter mobile game at Tencent in Singapore.
How movement systems can cater to different scenarios and edge cases without making transitions feel repetitive.
Building side projects that give me a practical way to learn and immerse myself in AI.
Working on the Assassin’s Creed franchise and Skull & Bones during my time at Ubisoft.