ObjectiveSeattle area or remote technical artist position. Rigging work for game development or animation industry. Develop rigs, tools, scripts, and maintaining art pipelines and assets.
Summery3D Technical Artist working on game development. Experience working on rigging characters/props, scripts, and workflows. Excited to grow more as a technical artist to learn more about bringing art assets into game engines. Areas I want to develop more in are scripting tools to improve workflows, working with motion capture data, and to work on animation film pipelines in the future. |
EXPERIENCE
343 Industries
Jr. Character Technical Artist
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After interning over the Summer, continued work for the Halo launch then shifted for seasonal content and cinematics. Work expanded to rigging gameplay and cinematic characters, hair simulation, facial mocap, and develop new and maintain pipeline tools.
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Character Technical Artist Intern
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Started at 343 Industries in the Summer apprenticeship intern program right out of DigiPen. On-boarded, then went straight to work on bug fixing and asset tuning for initial release. Focused on tuning every NPC's ragdoll, physics assets and many character LOD attributes.
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DigiPen
Teaching Assistant
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Assisted for DigiPen's Introduction to 3D Graphics, introduction to 3D Animation, and Figurative Sculpture Classes. (CG 225, CG275, ART 201/228)
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SOFTWARE:
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SKILLS:
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SCHOOL PROJECTS
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Enoom
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Opera Haus
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K.O. Radio
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Bear Metal 2046
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Animator for the third-person shooter Unity game. Animated the main character and the boss. Joined team later into its development to remake all animations to polish for the game to ship. Recreated the asset spreadsheet for animations, and help troubleshoot issues regarding rigs and Unity integration.
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Lead Animator for a Master's Thesis with a team of 22 people and managed animation work between 5 people. Additional lead responsibilities include asset organization, and coordinating with modelers, riggers and programmers to get animation assets in game.
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Animator for the competitive rhythm game using a custom engine built by our programmers. Rigs and animation were created using Esoteric Spine and exported on sprite sheets. Developed an understanding of source control and video game production pipeline.
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Robotics team at associated with the FIRST Robotics Competition (FRC). I got my first experience working on a large 40 person team learning the importance of organization, cooperation, and compromise. I was a design engineer, metal fabricator, and robot operator.
Robotics team at associated with the FIRST Robotics Competition (FRC). I got my first experience working on a large 40 person team learning the importance of organization, cooperation, and compromise. I was a design engineer, metal fabricator, and robot operator. |
EDUCATION |