russell,chris - technical artist 2015

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School of Visual Arts (SOVA) PGA Team: Characters/Animation Madden/NCAA Team: Core Graphics Distance and Distributed Learning (IDDL) Electronic Arts (EA)- Core Graphics 2013-2015 2012-2013 2012 2010-2011 2009 Chris Russell // Technical Artist School of Visual Arts (SOVA) ^ Skills - A student-made strategy shooter prototype in UDK for the Xbox 360, green-lit on Steam. - Tool scripting, character rigs, prop/accessory modeling, animation pipelines, cloth sim, character/prop animation, shaders, and materials. { [email protected] p.(404) 561-8990 www.pogstudios.com } ^ Technical Proficiency ^ Software Proficiency 3D: Maya, Modo, Zbrush, Motion-Builder, Real-Flow, FX Composer, Poser, Animation Master Adobe CS: Photoshop, After Effects, Illustrator, Flash, In-Design, Bridge Game Engines: Frostbite, UDK, EA Ignite, Unity, CS Flash Develop Revision/Management: Perforce, Hansoft, DevTrack // Internships Virtual Student Center: modeling, texturing, layouts, rendering, compositing Languages: Python, C#, Lua, Mel Scripting: Scripting art and animation tools for Maya and Motion-Builder. Pipeline building, automation, and maintenance Rigging: Advanced bi and quadro-pedal rigs, transferable detailed facial animation rigs, auto-rigging scripts, mo-cap friendly rigs, and simulation Game Engines: Animation pipelines, cinematics, FX, character/prop physics, asset batching, cloth sim, physics assets, character features, basic AI, shaders Compositing: Mental Ray, Modo Render, post-processing, post-effects, editing //Experience // ElectRonic Arts (EA) # Education # University of Central Florida # Virginia Tech { } Contact // Current Title: Associate Technical Artist - Designed and implemented key features: wildlife animation system, Big Hit Moments, Heartbeat Moments, ball pickups/drops, prop attachment - Primary tool-builder 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, interactions, and spawning - Authored and maintained C# tools and data-types in the Madden pipeline - Ex. hair-sim importing, facial joint offsetting tool, re-targeting weights, 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 - Managed skinning and retargeting challenges with character and crowd rigs Drummer-Man Game Trailer: modeling, materials, rendering, layouts The Center for the Arts Building Visualization: modeling, texturing, and rendering AECC Grad Program Documentary: Lead Editor, Cameraman // Battle Fortress Tortoise (BFT) Madden 25: Prop pipeline automation, proceduralized stadium modeling Florida Interactive Entertainment Academy (FIEA) MS, Interactive Entertainment, Track: Tech Art BFA, Studio Arts (Creative Technology), Minor: Art History

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The resume of Chris Russell, Technical Artist

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  • School of Visual Arts (SOVA)

    PGA Team: Characters/Animation

    Madden/NCAA Team: Core Graphics

    Distance and Distributed Learning (IDDL)

    Electronic Arts (EA)- Core Graphics

    2013-2015

    2012-2013

    2012

    2010-2011

    2009

    Chris Russell// Technical Artist

    School of Visual Arts (SOVA)

    ^ Skills

    - A student-made strategy shooter prototype in UDK for the Xbox 360, green-lit on Steam.- Tool scripting, character rigs, prop/accessory modeling, animation pipelines, cloth sim, character/prop animation, shaders, and materials.

    { [email protected] p.(404) 561-8990 www.pogstudios.com }

    ^ Technical Proficiency

    ^ Software Proficiency 3D: Maya, Modo, Zbrush, Motion-Builder, Real-Flow, FX Composer, Poser, Animation MasterAdobe CS: Photoshop, After Effects, Illustrator, Flash, In-Design, BridgeGame Engines: Frostbite, UDK, EA Ignite, Unity, CS Flash DevelopRevision/Management: Perforce, Hansoft, DevTrack

    // Internships

    Virtual Student Center: modeling, texturing, layouts, rendering, compositing

    Languages: Python, C#, Lua, MelScripting: Scripting art and animation tools for Maya and Motion-Builder. Pipeline building, automation, and maintenance Rigging: Advanced bi and quadro-pedal rigs, transferable detailed facial animation rigs, auto-rigging scripts, mo-cap friendly rigs, and simulationGame Engines: Animation pipelines, cinematics, FX, character/prop physics, asset batching, cloth sim, physics assets, character features, basic AI, shadersCompositing: Mental Ray, Modo Render, post-processing, post-effects, editing

    //Experience // ElectRonic Arts (EA)

    # Education # University of Central Florida

    # Virginia Tech

    { } Contact

    // Current Title: Associate Technical Artist

    - Designed and implemented key features: wildlife animation system, Big Hit Moments, Heartbeat Moments, ball pickups/drops, prop attachment- Primary tool-builder 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, interactions, and spawning

    - Authored and maintained C# tools and data-types in the Madden pipeline - Ex. hair-sim importing, facial joint offsetting tool, re-targeting weights, 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- Managed skinning and retargeting challenges with character and crowd rigs

    Drummer-Man Game Trailer: modeling, materials, rendering, layoutsThe Center for the Arts Building Visualization: modeling, texturing, and rendering AECC Grad Program Documentary: Lead Editor, Cameraman

    // Battle Fortress Tortoise (BFT)

    Madden 25: Prop pipeline automation, proceduralized stadium modeling

    Florida Interactive Entertainment Academy (FIEA) MS, Interactive Entertainment, Track: Tech Art

    BFA, Studio Arts (Creative Technology), Minor: Art History