15
Jun
written by: jeremy

– Titles –

- Bioshock Infinite
- Bioshock Infinite:  Burial At Sea 1 & 2 DLC packs
- Ghost Recon:  Future Soldier
- Mortal Kombat vs DC
- Wheelman, Starring Vin Diesel
- Blitz:  The League 2
- Medal of Honor: Airborne

– Experience –

Irrational Games (Boston, MA)
Lead Technical Animator
September 2011-Present

  • Work as part of an interdisciplinary team to create systemic behavior for Elizabeth companion AI, including placed contextual opportunistic animation, emotion system, and additive audio-based animation system.
  • Own animation content features related to Elizabeth character and act as animation point of contact for troubleshooting Elizabeth
  • Establish and support flexible camera and character cinematics pipeline
  • Act as part of the narrative team to create and maintain many narrative cutscenes throughout Bioshock: Infinite using Unreal’s Kismet scripting system
  • Lead a team of technical animators to provide support primarily to animation, character, voiceover, and design departments
  • Establish procedural facial animation pipeline using FaceFX
  • Handle motion capture data and retargetting for in-game use

Ubisoft / Red Storm Entertainment (Cary, NC)
Character Lead / Senior Technical Animator
August 2008-September 2011

  • Drive vision, push consistency, and manage production schedules for a team of several character artists
  • Work with Art Director and concept team to create look and feel for characters
  • Design character production pipeline and create tools to expedite production process
  • Design character animation pipeline across MotionBuilder and 3DSMax
  • Collaborate across multiple international studios to share pipelines and establish common workflows

Midway Games (Chicago, IL)
Cinematic Technical Artist
December 2007-August 2008

  • Participated in most phases of 3D pipeline (modeling, texturing, rigging, animating) for pre-rendered and in-game cinematic sequences on a central group supporting all of Midway Games.
  • Helped to establish internal pipelines from project to project and improve pipelines that already existed.

Electronic Arts Chicago (Chicago, IL)
Technical Artist
August 2007-December 2007

  • Maintained character pipeline for character-centric next-gen game
  • Created MEL-based animation tools
  • Inherited and reworked previous facial rig to improve performance, animator workflow, and iteration time

 

Electronic Arts Los Angeles (Los Angeles, CA)
Technical Animator
August 2005-July 2007

  • Responsible for managing animation pipeline: seeing asset production from content creation to Unreal 3 Engine, including writing scripts to expedite animator workflow.
  • Character setup: partially responsible for character rig, fully responsible for all weapons, vehicles, and world object rigging and setup.
  • Helped with character and background animation.
  • Processed motion capture for animators.

 

Electronic Arts Los Angeles (Los Angeles, CA)
Asset Integration Intern
June 2005-August 2005

  • Worked on a splinter project of Medal of Honor: Airborne to show pre-rendered game clip at Tokyo Game Show.
  • Acted as trial-by-fire QA of new game engine, provided workflow feedback and was responsible for making background assets engine-ready.

– Education –

Carnegie Mellon University (Pittsburgh, PA)
Masters of Entertainment Technology (MET)

  • 2004-2006
  • QPA 4.16

University of Pittsburgh (Pittsburgh, PA)
Bachelors of Science in Information Science (Related area – Studio Arts)

  • 1999-2003
  • Cum Laude Honors and QPA of 3.24

– Skills & Software –

Autodesk Maya
Autodesk 3DSMax
Autodesk Motionbuilder
Pixologic ZBrush
Unreal 3 Engine – .psk / .psa pipeline, animTree editor, animSet editor, PHaT, Kismet
NaturalMotion Morpheme
Adobe Photoshop, Illustrator, AfterEffects
Computer programming (C, C++, Python)
MEL and MAXScript scripted tools development – workflow tools, batch tools, animation tools
FaceFX Animation Middleware
Physical setup/maintenance of 18 camera Vicon motion capture rig for 16×16 capture volume using Vicon iQ
XSens MVN Inertia-based motion capture system
Hansoft Management Software