Joel Kucey

Joel Kucey

Mid-level Rigging Artist / 12 yrs

Vancouver, Canada

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Character Artist

Anthem (2019)

Associate Character Artist

FIFA 19 (2018)

Associate Character Artist

Need for Speed Payback (2017)

Associate Character Artist

Fifa 18 (2017)

Associate Character Artist

Mass Effect: Andromeda (2017)

Associate Character Artist

FIFA 17 (2016)

Rigger

Beat Bugs (2016)

Associate Character Artist

Mirror's Edge: Catalyst (2016)

Associate Character Artist

FIFA 16 (2015)

Blendshape Artist

Battlefield Hardline (2015)

Assistant Character Artist

Dragon Age: Inquisition (2014)

Face tracker/ Solver

Battlefield 4 (2013)

Lead Facial Retarget

Percy Jackson: Sea of Monsters (2013)

Facial tracking

Battlefield 3 (2011)

Face tracker/ Solver

Dragon Age II (2011)

Work History
  • Associate Character Artist

    The Capture Lab

    December 2015 - Present
  • 3D Modeler/ Rigger

    Atomic Cartoons

    February 2015 - January 2016
    Vancouver, Canada Area

    Started at Atomic modeling props, then moved on to model a couple characters. Now I have moved into rigging to work on the more technical aspects of the show.

  • Motion Capture Operator

    The Capture Lab

    November 2012 - August 2013

    • Specialized in 4D facial tracking and creating 3D head scans
    • Helped Develop tools for the 3D scanning pipeline
    • Helped train coworkers on the 4D facial tracking pipeline and assisted with any problems they had
    • Created a thorough tutorial of the 3D scanning pipeline for trainees
    • Communicated with outsourcers to provide guidance and quality assurance
    • Collaborated with other teams within EA to ensure quality in a timely manner
    • Assisted in leading a 4D facial tracking project
    • Rendered and lit finished head scans for presentations
    • Worked on n

  • 3D Artist

    Atomic Cartoons

    September 2012 - November 2012

    • Coordinated with the Art Leads to ensure consistency and quality throughout all the shots
    • Replicated the storyboards by combining the necessary art assets into a Maya scene
    • Created a blocked in camera shot with key poses for each shot

  • Motion Capture Operator

    The Capture Lab

    July 2012 - August 2012

    • Tracked 4D Facial animation for an undisclosed title
    • Learned and went through the post production pipeline on producing 3D face scans from 4D capture
    • Learned how to build data using the render farm

  • 3D Modeler

    Atomic Cartoons

    March 2012 - March 2012

    • Modeled, UV'd, and textured assets for the project

  • DPA

    Digital Domain

    January 2012 - March 2012

    • Supervised the render farm to make sure everything was running smoothly
    • Transferred files between the Venice and Vancouver locations
    • Assisted artists with rendering priorities and PipelineFX Qube questions

  • Mo Cap Tracker

    Electronic Arts

    July 2011 - December 2011

    • Learned and used Dimensional Imaging products to track the facial animation on Battlefield 3
    • Used Adobe After Effects to create texture maps and height maps

Education
  • The Art Institute of Vancouver

    April 2009 - July 2011