russell,chris - tech artist (2015)

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EXPERIENCE Web Contact Email www.pogstudios.com 404 461-8990 [email protected] CONTACT Undergraduate Virginia Tech EDUCATION - Designed and implemented key features: wildlife animation system, Big Hit Moments, Heartbeat Moments, ball pickups/drops, prop attachment - Primary programmer for our MotionBuilder suite of rigging and animation tools - Implemented animation, props, and camera work for in-game cinematics and trailers - Worked on crowd, mini-games, cameras, FX, and art-related tasks - Rigged and implemented all wildlife art in engine, as well as programming behaviour, placement, footplanting, locomotion, interactions, and spawning Associate Technical Artist - Authored and maintained C# tools and data-types in the Madden pipeline - Scripts: Hair-sim importing, facial joint offsetting tool, reweighting, camera processing - Rigged, scripted, and implemented cinematic props and cameras - Authored cloth and hair simulation for high detail cinematic characters - Implemented new characters and new rigs into the animation system and game - Managed skinning and retargeting challenges with changing character and crowd rigs - Prototyped with proceduralized stadium modeling in Houdini Associate Technical Artist SOFTWARE PROFICIENCY TECHNICAL SKILLS 2013-Present - Automated proccess for generating cameras and cut-scene logic, doubiling the amount of cinematics in game - Updated and fixed issues around rigs for mascots, cheerleaders, referees, and other NPC types. - Scripted and supported the art and animation pipelines for characters and props - Wrote a “black box” system to automate our prop generation process Associate Technical Artist Your Logo Here Graduate Florida Interactive Enterainment Academy (FIEA) B.F.A Creative Technology, Minor: Art History M.S. Interactive Entertainment, Track: Tech Art 2012-2013 Chris Russell //Tech Artist 2012 Team: Characters Team: Core Graphics Team: Core Graphics CS Languages Python C# Lua Mel Scripting Art & animation tools Pipelines Cinematics Gameplay scenarios Game modes Rigging Game Engine Bi/Quadroped rigs Transferable facial rigs Auto-Rig tools Mo-Cap friendly rigs Simulation FX, Visual environments Asset/data batching Physics bodies Locomotion Basic AI Shaders Node-based programming Compositing Mental Ray Modo Render Post-Processing Post-FX Editing Render Compositing 3D Programs Maya Modo Motion-Builder Houdini ZBrush Real-Flow FX Composer Poser Adobe CS Revision Control Game Engines Perforce Frostbite EA Ignite UDK (UE3) Unity CS Flash Develop Task Management Hansoft Dev Tracker JIRA Confluence Photoshop After Effects Illustrator In-Design Bridge Media Encoder Film Final Cut Pro Motion

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Technical Art resume of Chris Russell

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  • EXPERIENCE

    Web

    Contact

    Email

    www.pogstudios.com

    404 461-8990

    [email protected]

    CONTACT

    Undergraduate Virginia Tech

    EDUCATION

    - Designed and implemented key features: wildlife animation system, Big Hit Moments, Heartbeat Moments, ball pickups/drops, prop attachment- Primary programmer for our MotionBuilder suite of rigging and animation tools- Implemented animation, props, and camera work for in-game cinematics and trailers- Worked on crowd, mini-games, cameras, FX, and art-related tasks- Rigged and implemented all wildlife art in engine, as well as programming behaviour,placement, footplanting, locomotion, interactions, and spawning

    Associate Technical Artist

    - Authored and maintained C# tools and data-types in the Madden pipeline- Scripts: Hair-sim importing, facial joint offsetting tool, reweighting, camera processing- Rigged, scripted, and implemented cinematic props and cameras- Authored cloth and hair simulation for high detail cinematic characters- Implemented new characters and new rigs into the animation system and game- Managed skinning and retargeting challenges with changing character and crowd rigs- Prototyped with proceduralized stadium modeling in Houdini

    Associate Technical Artist

    SOFTWARE PROFICIENCY TECHNICAL SKILLS

    2013-Present

    - Automated proccess for generating cameras and cut-scene logic, doubiling the amount of cinematics in game- Updated and fixed issues around rigs for mascots, cheerleaders, referees, and other NPC types.- Scripted and supported the art and animation pipelines for characters and props- Wrote a black box system to automate our prop generation process

    Associate Technical Artist

    Your LogoHere

    Graduate Florida Interactive Enterainment Academy (FIEA)

    B.F.A Creative Technology, Minor: Art History

    M.S. Interactive Entertainment, Track: Tech Art

    2012-2013

    Chris Russell //Tech Artist

    2012

    Team: Characters

    Team: Core Graphics

    Team: Core Graphics

    CS

    LanguagesPythonC#LuaMel

    ScriptingArt & animation toolsPipelinesCinematicsGameplay scenariosGame modes

    Rigging

    Game Engine

    Bi/Quadroped rigsTransferable facial rigsAuto-Rig toolsMo-Cap friendly rigsSimulation

    FX, Visual environmentsAsset/data batchingPhysics bodiesLocomotionBasic AIShadersNode-based programming

    CompositingMental RayModo RenderPost-ProcessingPost-FXEditingRender Compositing

    3D ProgramsMayaModoMotion-BuilderHoudiniZBrushReal-FlowFX ComposerPoser

    Adobe CS

    Revision Control

    Game Engines

    Perforce

    FrostbiteEA IgniteUDK (UE3) UnityCS Flash Develop

    Task ManagementHansoftDev TrackerJIRAConfluence

    PhotoshopAfter EffectsIllustratorIn-DesignBridgeMedia Encoder

    FilmFinal Cut ProMotion