
Snr Character & Animation TD
Edmonton, Canada Area

Snr Character & Animation TD
Edmonton, Canada Area
I've worked on a variety of projects from and including VFX for television, commercials and currently, and most primarily game content.
I've been in the industry since 2001, where i started as an animator , but have matured into a fuller role of technical animator or TD, depending on the studio.
This has prodominantly been out of frustation of using the rigs and systems, and probably a secret inclining of wanting to understanding why things work the way they work. A desire I've had since i was a kid.
I work in primarily production, including export systems, skinning and rigging and also pipeline process for dependant departments working alongside mine, such as character art/modelling.
I also work in R&D, an area I've admired and always been involved with since and before working in the industry. I like to do fast testing and implementation of systems.
I mainly research areas of character articulation, with current aspiration of stronger facial animation systems, and overal stronger character subsystems: spine, shoulder deformation etc.
I
Character TD, Working with 3ds max. Modelling,skinning, pipeline setup and animation for games, film and commercial work. Facial, quad and biped pipelines. Advanced R&D.
(Public Company; ERTS; Computer Games industry)
October 2005 — Present (4 years 2 months)
My title changes a lot - essentially I'm leading a team of technical animators on the ground, also developing R&D and pipeline support.
Technical Animation, rigging, scripting, pipelines and R&D. Currently working on Dragon Age, Mass Effect 2 and undisclosed projects.
(Animation industry)
May 2005 — June 2005 (2 months)
Character Animation, and Pipeline work.
(Animation industry)
July 2002 — March 2005 (2 years 9 months)
Character Animation, rigging and Pipeline work.
(Animation industry)
August 2001 — January 2002 (6 months)
Character Animation.
Ba(hons) , Film & Animation , 1998 — 2001
Emerging Technology, anthopology