Kee Chang

Kee Chang

Senior Technical Animator

Portland, OR

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Pipeline TD

The Amazing Spider-Man 2 (2014)

Pipeline Artist

The Smurfs 2 (2013)

Character Pipeline Technical Director

The Amazing Spider-Man (2012)

Senior Pipeline TD / Character TD

The Amazing Spiderman (2012)

Character Set-up

The Smurfs (2011)

Technical Developer

Green Lantern (2011)

Senior Pipeline TD / Character TD

Alice in Wonderland (2010)

Senior Pipeline TD / Character TD

Cloudy with a Chance of Meatballs (2009)

Senior Pipeline TD / Character TD

Green Lantern: First Flight (2009)

Technical Animator

The Mummy: Tomb of the Dragon Emperor (2008)

Technical Animator

Alvin and the Chipmunks (2007)

3D Artist - Central Technology

Venom (2004)

Work History
  • Animation TD

    Laika

    January 2017 - Present
  • Senior Pipeline TD / Character TD

    Sony Pictures Imageworks

    November 2008 - March 2014

    titles: The Amazing Spiderman 2
    Smurfs 2
    The Amazing Spiderman
    Green Lantern
    Smurfs
    Tim Burton's Alice in Wonderland
    Cloudy with a Chance of Meatballs

    - Work and maintaining the film pipeline
    - Support/Firefighting problems for all other departments
    - Customized rigs for animators in Maya
    - Tools dev and support
    - Rigging of props using Sony's proprietary system

  • Technical Animator

    Rhythm & Hues Studios

    July 2007 - November 2008

    titles: They Came from Upstairs
    The Mummy 3: Tomb of the Dragon Emperor
    Alvin & the Chipmunks

    - Cloth & fur simulations
    - Muscle triggers
    - Research & Development per shot basis on cloth and fur simulations
    - Character clean up
    - Yak rig (Mummy 3)
    - Biplane rig (Mummy 3)

  • Character TD / Animator

    Neversoft

    January 2006 - July 2007

    titles: Guitar Hero 3
    Tony Hawk Project 8

    - Improve upon existing pipeline, tools, & rigs
    - Create more animator friendly rigs and graphic user interfaces
    - Working directly with Anim. Director, Leads, Animators, Modelers, & Programmers
    - Character TD:
    Bipeds
    Facial (All Bones, rig & GUI)
    Animal (horse, dog, squirrel, rat, pigeon, vulture)
    Mechanical (skateboard)
    Skinning / painting weights of all pedestrian models
    - Create and maintain assets for Havok collision system
    - Create cloth & hair assets & simulations using Havok physics system
    - In-Game Cinematic animations
    - Facial animation

  • 3D Artist - Central Technology

    Activison

    June 2005 - January 2006


    - Research & Design for creation of NextGen pipelines
    - Working to develop pipeline with Motion Capture department
    - Working directly with Anim. Director, Animators, & Modeling Dept.
    - Testing and feedback during the creation of Shaderworks, an Activision proprietary shader & lighting software
    - Character TD: Biped (Spiderman, Goblin, Venom)
    Facial (Bones & Blendshapes/Morph Targets, rig & GUI)
    Mechanical (Goblin’s hovering glider, cars)
    Skinning / painting weights of all models
    - Hard Surface Modelling: Building Assets
    - Working with other Activision studios to help share knew technologies and artistic advancements between Central Technologies & the studios, and also between individual studios: Treyarch, Neversoft, Raven, Infinity Ward
    - Rigging support for Raven Studios on Wolfenstein for the animation and mocap department
    - Art reviews & critiques, also game play feedback of game progress builds: True Crime 2, Shrek Super Slam, Over the Hedge, Tony Hawk American Wasteland, Gun

Education
  • Ringling College of Art and Design

    2002 - 2005