russell,chris - tech artist (2015)
DESCRIPTION
Technical Art resume of Chris RussellTRANSCRIPT
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EXPERIENCE
Web
Contact
Email
www.pogstudios.com
404 461-8990
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
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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