Denny is a programmer with no bias towards any programming language. His focus lies in writing code that is easy to read, follows good conventions and preferrably with great performance.
He has yet to unravel the mysteries of assembly code and multithreading however, as he fears that there be dragons if he goes too deep into the matrix... One day he will find the strength to oppose such creatures, but for now he will be occupied fighting rubber ducks.
Denny's main experience in technical art lies in character rigging and its pipeline to game engines. He has worked with several other technical aspects such as shaders, level and asset performance optimization, creation of assets for physics simulation, animation logic and particle systems.
As he is writing this in third person he wonders what technical area he has not worked with and he can't think of an answer...
Denny's animations might not land him a job at Pixar, he does however create animations at a quality level suitable for most games. His greatest strength with animation lies in the fact that he understands how game engines work on a technical level and how animations should be created to work best during blends and transition of states. Especially when it starts involving root motion setups, IK helpers and other in engine behaviors. He is therefor quite autonomous working on his own and rarely, if ever, needs any technical guidance or feedback.
He is quite the work horse, a grinder, when it comes to animation and can churn out quite a few sequences in a day. Talking about horses... He seems to have lost count of how many times he has had to animate and rig a horse for a game.
Game and Software Developer
Website is still under construction - Some Project Information Not Available