russell,chris - technical artist 2015
DESCRIPTION
The resume of Chris Russell, Technical ArtistTRANSCRIPT
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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