Character Animator/VFX Artist (Contract) • Superfad: Seattle, WA (Sept 2008 – Oct 2008) Character animator, Modeler and VFX artist for broadcast commercials. Technical Artist/ Animator • Amaze Entertainment/Foundation 9: Kirkland, WA (Nov 2002 – June 2008) Last position held as an animator on characters for Spiderman: Web of Shadows (PS2 and PSP). The previous year my duties included leading implementation of Next (current) Generation technology for the studio’s Maya centric pipeline. Amaze has partnered with Shiny and looked at the process of adapting their custom tools and engine for upcoming next-gen title (unannounced). This encompasses a wide array of art tools such as AnimEd for animation scripting, Edward for level layout and scripting and MaterialEditor for creation of HDR lighting, shadows, shaders with normal and specular maps. Maya, Z-Brush and Photoshop will be the main art applications within this pipeline. As a lead for this integration process my responsibilities included: • Guiding character modelers, animators and programmers with next-gen workflow and tool design. • Training and supporting artists during this transition. • Communicating with studio heads and clients regarding Amaze’s current technology achievements. • Providing feedback on game design and mechanics. • Recommending hardware and software for this process. • Recommending new features to be implemented for Shiny tech. I have also worked on a 360 title (currently in production) animating and helping to implement lighting, shadow maps and fur shaders. Previous production duties involved: animation, skeleton rigging, special effects, modeling, texturing, basic MEL scripting, as well as asset port workflows and pipeline implementation for Digimon Rumble Arena 2 (Shipped) and Lemony Snicket (Shipped) on PS2, XBOX and Gamecube; Lord Of The Rings-Tactics for PSP; Call Of Duty for PSP 3D Artist • Electronic Arts : Seattle, WA (Sept 2001 – Oct 2002) Production duties involved: creating special effects, modeling, texturing, animation and skeleton rigging for Hot Pursuit II (Shipped), Def Jam Vendetta (Shipped) and Split Second (cancelled) on PS2, XBOX, PC and Gamecube. Assisted artists with transition from 3dsMax to Maya. Wrote documents for tools and workflows. Application Engineer • MT&T Group (Reseller) : Redmond, WA (Apr 2000 - Aug 2001) Responsibilities included: Maya training (Alias|Wavefront certified); client tech support for Maya, Motion Builder (Filmbox), Combustion and Edit; consulting on projects for clients; demonstrations of 3D and 2D software for resale; presentations for Alias|Wavefront marketing events. Additionally, I set up an in house classroom for Maya training, which involved maintaining workstations and software, marketing, writing custom tutorials and curriculum for clients as well as workshops for the CG community. Instructor / Lab Manager • Mesmer Animation Labs : Seattle and SF (Jul 1996 – Apr 2000) Duties included: teaching Maya, Power Animator, Composer and Softimage; maintaining Lab and Unix administration; organization of student projects and counseling; writing tutorials and curriculum for classes Teaching Experience Edmond’s Community College : Edmonds, WA (Jan 2003 - Present) Part-time Faculty: Maya for Games Seattle Pacific University : Seattle, WA (Jan 1999 – Jun 2000) Adjunct Faculty: Maya for Boeing employees 911 Media Arts : Seattle, WA (Mar 1997 – Jun 2000) Instructor: Maya University of Washington : Seattle, WA (Summer 1995 – Winder 1996) Visiting professor: Sculpture, woodworking and design Related Experience Maya Clients for Training and Project Consulting: Verant Interactive (San Diego), Knowonder (Seattle), Boss Games (Seattle), Sextant Entertainment (Vancouver, B.C.), Will Vinton Studios (Portland), Lear Corp (Detroit), Lockheed (Dallas), Lucas Arts (San Francisco), Sierra (Seattle), Boeing (Seattle), NW Tech (Seattle), Pinnacle Studios (Seattle), Microsoft SIMS / Sports and Racing (Seattle), Fox (Portland), The Renaissance Center (Tennessee), Sierra On-line (Seattle) and Alias/Wavefront (Now Autodesk).
Quicktime/H.264, Real Time game production
Maya, Premiere Pro, Photoshop