Army Men: Air Tactics (PC)
I was instrumental in getting this game off the ground, literally!  I assisted my lead artist in getting the helicopter sprites (thousands of them) animated, batch processed, and exported. I also created many new enemy characters. These included mosquitos, flies with cannons, 2-headed wasps, and flying lobster monsters.
JACKED (PS2, XBox, Gamecube) -- Unreleased
Jacked was looking exceptionally good before 3DO went out of business.  This game featured blazing fast motorcycle racing combat with crazy weapons like a golf club, chainsaw, shotgun, and flamethrower.  I animated many of the tricks and combat animations for the title.  There were animated characters in the setup screens with lipsynch and crazy animations, which I helped to create.

Godai: Elemental Force (PS2)
In this ninja fighting game, I oversaw all of the animation for the main character and the enemies.  I maintained the animation sequences and created MaxScripts for utilities.  There were many weapons in the game and I modeled a few of them.  I performed all of the rigging in the game.  In addition to all of that, I found and repaired animation bugs. 
Army Men: World War (PC)
    For this PC title, I created a few new animated sprite assets like anti-aircraft guns and landing boats.  My main responsibility was animating the opening and closing cinematics.
Army Men: Green Rogue (PS2)
Army Men comes to the Playstation 2!  This game was a huge change for our pipeline.  I learned the ins and outs of animating real-time game characters.  I performed all of the rigging for the title.  I designed all of the main character's motions and exported them. I also animated all of the enemy characters' shooting, running, and dying sequences.  I animated most of the bosses in the game as well.  The biggest challenge for me was figuring out how to make plastic soldiers melt into puddles in real time.
Army Men: Toys in Space (PC)
   In this sequel, I was responsible for creating, rigging, and animating a whole bunch of new characters. I created models for aliens, spiders, giant slugs, and one-eyed octopus monsters.  Also new in the game were vehicles, spacemen and robots.  Out of all the 2D Army Men games, this one is my favorite. It featured an all-new squad-based control scheme that made it the most fun of the series.
Army Men II (PC)
   This was the first game I worked on.  In this 2-D sprite-based combat game, I rigged all of the new character models. I rendered out special effects sequences, like gunfire, explosions, etc. When we needed MaxScripts for batch-rendering, I learned Maxscript and created them.  After rendering, I had to batch-process them using proprietary software and DeBabelizer.  Then, I created image sequence libraries for export into the game engine.  In addition to the sprites, I created several very funny cinematics.

MLB Slugfest 2006 (PS2, XBox)
Midway Sports looked to Blue Shift Games to freshen up Slugfest, its arcade baseball title.  I was responsible for adding over 100 new motion capture animation sequences to the 2006 version.  I assisted with the motion capture sessions, cleaned up some of the motions, and wrote animation scripts to define the timing, duration, compression, and blending of the new animation.

I've worked on many game titles in my time in the games industry, and played major parts in the development of the games below.
NBA Ballers: Chosen One (PS3, XB360)
Midway publishes the Ballers series, an arcade-style basketball game.  The Chosen One is the first to be released for the next-gen consoles.  Blue Shift was hired to implement a graphics rendering solution.  My duties were to assist on the technical side, performing draw-time speed testing and finding graphical glitches.  I created databases of rendering speeds for all of the different game environments for the title.  I charted improvements in speed over the development of the title.