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Projects
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Battlefield: Bad Company 2 (360, PS3, PC)
Watchmen
(360, PS3, PC)
Rock
Band 2 (Wii)
Mercenaries
2 (PS2)
Call of
Duty 3 (360, Xbox, PS3, PS2, Wii)
Section
8 - Trailer (360, PC)
Axis
and Allies (PC)
Kohan II: Kings of War (PC)
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Experience
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Freelance
Animator
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08/2009 - Present
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Animation and Art Solutions: Provide
clients with affordable alternative to costly permanent or in-house
contract positions. Services provided via remote outsourcing or contract
capacity. Over 9 years experience and multiple AAA titles. Communication
availability 24/7 via email, phone and Skype.
Services Offered: Modeling,
Texturing, Rendering, Rigging, Keyframe and Mocap animation solutions for
games, film, tv, advertising and web. Assets created with MotionBuilder,
3ds Max, Maya, Maya, XSI and Adobe CS Suite.
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The Animation
Workshop
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Instructor
& Consultant
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10/2009 - Present
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Consulting: Graduate students form
production teams to create their final project Bachelor film. My role is to guide the teams’
communication and collaboration and to assist with planning and adhering to
strict deadlines. The idea is to replicate working as a team and the work
environment in the real world.
Instructing:
Maya courses for 2nd year students who have been using the
software for 3-6 months. Courses taught:
1) Basic Physical Action: Students film themselves and animate a box-lift
from floor to table.
2) Action Scene: Students animate a multi-action scene in an environment of
their design & creation.
3) Quadruped Animation: Students help design the creature, then animate
movement cycles.
Syllabus Topics:
- Scope Management: Prioritizing, time management, following pipelines to
ensure asset delivery.
- Workflow: Working in passes (blocking, 1st pass, polish) to simulate game
development pipelines.
- Reference: Creating and finding reference material. Eg: designs,
sketches, storyboards, video, etc.
- Principles: Including Squash & stretch, timing, anticipation,
staging, weight & balance, overlap.
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Deadline Games
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Senior Animator
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06/2008 - 05/2009
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Animation: Using Motion Builder and
3DSMax, the majority of the workload involved mocap, including processing,
editing, and polishing to give the action more “oomph”. Keyframe animation
was done as well, in addition to exporting and integrating assets to the
proprietary engine.
Leadership: Animation team’s
point-man for communication with the mocap studio (Centroid); trained
animators in Motion Builder and engine tools, provided direction and advice
for animation quality standards.
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Pi Studios
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Senior Animator
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10/2005 - 05/2008
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Animation: Animated and rigged
characters using 3dMax, Motion Builder, and XSI. This included keyframing
new animations, modifying mocap to work in-game, facial animations and
lip-syncing, cinematic camera work, and polishing existing animations.
Leadership: Anim team’s ‘Point-man’
for communication with the projects’ parent companies (ie: Treyarch for
CoD3); trained new animators with anim software and engine tools, and
provided them with advice to ensure ‘look and feel’ anim quality standards.
Modeling/Mapping/Texturing: Worked
on numerous characters ranging from 20k to less than 4k polygons.
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TimeGate Studios
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Lead Animator
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10/2000 - 10/2005
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Leadership: Lead team of four
animators, directing their quality standards, overseeing their peer
reviews, and ensuring they met optimization limits on bone counts, skin
partition counts and frame counts. Worked with Art Director on schedules,
pipelines/workflows and evaluations of new tools, exporters, and engines.
Compiled Animation Lists with Design. Worked with Programming on engine
integration.
Animation/Rigging: Keyframed dozens
of characters’ animation sets. Polished 90% of all anims
Modeling/Mapping/Texturing:
Modeled/Mapped several characters; textured a number as well
Optimization: Ensured all character
optimization, specifically: Polygon, bone and Skinning Partition limits.
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