Summary
A highly experienced and driven animator with extensive expertise in video game animation, working in production pipeline for AAA Games, creating game/cinematic animations, composing 2D and 3D spaces, and animation principles. Effectively collaborates cross-departmentally to ensure the achievement of goals within a tight timeline. Seizes opportunities to expand technical knowledge base, quickly learning and applying new skills to provide value-added contributions. Leverages expectional communication skills to provide constructive feedback to outsourced talent. Draws upon a keen eye for detail to refine animations. A highly adaptable and innovative team player who overcomes complex challenges with a commitment to excellence.
Experience
Associate Animator, 2009-2011
(*Brought on as Animation intern - Hired in July 2010)
Associate Animator for:
- "Gotham City Impostors" - XBLA, PSN, PC.
- "Untitled Project"
Designed and created believable and interesting animations for first- and third-person perspectives, including bipedal (human) animations for an array of distinct body types, creature animation, weaponry, projectiles, gadgetry, facial, motion captured, and hand keyed. Worked closely with outsourced animations, polishing and integrating animations into game, as well as giving feedback and instruction to outsourced contractors. Maintained daily communication with various teams such as engineering, design, special effects (FX), sound, and modeling.
- Created high-quality key frame animations for multi-platform AAA video game.
- Worked directly with animation lead and one other animation associate in a three-person animation team.
- Contributed opinions and critiques of character/weapon/gadget design and functionality in game.
- Work directly with Art Director and modeling team as well as engineering/ level design/ user interface(UI)/ quality assurance(QA) teams.
- Cleaned up animation acquired though motion capture (MoCap).
- Contributed to design, concept, and animation of cinematic sequences both for in-game and corporate marketing presentation.
- Assisted in the capture and performance of MoCap sequences.
- Provided voice acting for two projects and one public cinematic trailer.
- Contributed a design idea, suggesting that company better associate two separate interfaces of one game, which was approved by the executive producer and game director to be added to the game.
- Consistently identified odd script errors and bugs for resolution.
- Demonstrated animation technique and gave tool instruction to higher ranking animators without impugning their positions.
Technical Skills
Maya, Photoshop, Motion Builder, Flash, After Effects, Perforce, PC and Apple Interfaces, Shooting and performing in MoCap session, Pre-visualized Animation, Animation (Key Frame), Motion Capture Clean Up, Providing Feedback for Character Designs, Working Closely with SFX and FX Designers, Game Design, Character Artists, and Engineers.
Education
The Art Institute of Seattle - Seattle, WA.
April 2007 - September 2009