Competent Animation TD with focus on production pipeline and character assets with a passion for coming up with technical solutions for creative problems.
Skills:
Rigging organic and mechanical assets.
Tool production for character creation and animation pipeline.
Applying physics and rag-doll simulations.
Problem solving.
Program and Software Proficiences:
Maya, Unreal 3, Photoshop, FaceFX Studio, MotionBuilder, 3D Stuido Max
Mel, Python, xml.
Work History
Associate Animation TD
Ubisoft Shanghai
April 2014 - April 2015
Shanghai
Provide rigging and animation support using 3D Studio Max and Motion Builder.
Generate rag doll physics assets using Havok
Character Rigger
Spark Unlimited
November 2010 - September 2013
Sherman Oaks, CA
Create and maintain rigs in Maya for characters, creatures, zombies, robots, vehicles, weapons, and props.
Authored tools for animation, character, and rigging pipelines using Mel, Python, and xml.
Created motion capture pipeline using MotionBuilder and proprietary software for in house mocap studio.
Create and maintain tools and pipeline for FaceFX driven faces.
Create and maintain ragdoll physics in Unreal 3.
Associate Character Artist (rigger)
Heavy Iron Studios
March 2008 - February 2010
Los Angeles, CA
Create and maintain rigs for characters, props, environment, and cartoon like characters in Maya.
Create animation pipeline tools in Mel.
Created motion capture pipeline in Maya to import, blend, and snap motion capture data on and off for each limb of a character.
Generate rag doll physics using Havok
Junior Rigger
Spark Unlimited
March 2006 - February 2008
Sherman Oaks, CA
Create Rigs for weapons and vehicles in Maya.
Skinned character meshes to skeletal structure in Maya.
Created rag doll physics assets in Unreal 3
Developed mel tool for generating over 100 background characters
Student Instructor
Art Institutes of California, Orange County
August 2004 - March 2006
Tutor for 3D rigging, advanced rigging, animation, character animation, particles and FX in 3DS Max, and Maya. Tutored for compositing/post production software such as Combustion, and After effects. Tutored for video editing software such as Adobe Premier.
Technical Director intern
Logocentric Games
May 2005 - November 2005
Rigged multiple cinematic and gameplay characters for Apostle, a christian action rpg demo. Animated main characters in game and for cinematic scenes. Set up network rendering and pipeline. Compositing and post effects for cinematic.