Jeremy Carson

Jeremy Carson

Senior Technical Animator / 19 yrs

Boston, MA, United States

Hire Me
Work History
  • Lead Technical Artist

    Ghost Story Games

    May 2014 - October 2018
    Boston, MA
  • Lead Technical Animator

    Irrational Games

    September 2011 - May 2014
    Greater Boston Area

    - Work as part of an interdisciplinary team to create systemic behavior for Elizabeth companion AI, including placed contextual opportunistic animation, emotion system, and additive audio-based animation system
    - Own animation content features related to Elizabeth character and act as animation point of contact for troubleshooting Elizabeth
    - Establish and support flexible camera and character cinematics pipeline
    - Act as part of the narrative team to create and maintain many narrative cutscenes throughout Bioshock: Infinite using Unreal's Kismet scripting system
    - Lead a team of technical animators to provide support primarily to animation, character, voiceover, and design departments
    - Establish procedural facial animation pipeline using FaceFX
    - Handle motion capture data and retargetting for in-game use

  • Character Lead / Sr Technical Animator

    Ubisoft - Red Storm Entertainment

    August 2008 - September 2011

    - Drive vision, create consistency, and manage production for a team of several character artists
    - Design character production pipeline and create tools to expedite production process during short production phase
    - Design character animation pipeline across MotionBuilder and Max

  • Cinematic Technical Artist

    Midway Games

    December 2007 - August 2008

    - Participate in most phases of 3D pipeline (modelling, texturing, rigging, animating) for pre-rendered and in-game cinematic sequences on a central group supporting all of Midway Games.
    - Help to establish internal pipelines quickly from project to project, and improve pipelines that already exist.

  • Technical Artist

    EA Chicago

    August 2007 - December 2007

    - Maintained character pipeline for detailed next-gen game
    - Created MEL-based animation tools for animators
    - Inherited and improved previous facial rig to improve performance, animator workflow, and iteration time

  • Technical Animator

    EA Los Angeles

    September 2005 - July 2007

    - Responsible for managing animation pipeline: seeing asset production from content creation to Unreal 3 Engine runtime, writing scripts to expedite animator workflow
    - Character setup: partially responsible for character rig, fully responsible for all weapons, vehicles, and world object rigging and setup
    - Help with character animation

  • Asset Integration Intern

    EA Los Angeles

    June 2005 - August 2005
Education
  • Carnegie Mellon University

    2004 - 2006
  • University of Pittsburgh

    1999 - 2003