Lead Technical Artist at Grin
Stockholm Area, Sweden
Lead Technical Artist at Grin
Stockholm Area, Sweden
(Privately Held; Computer Games industry)
November 2008 — Present (9 months)
Lead Technical Artist for Grins Stockholm and Gothenburg offices.
Coordinate the TA team between the different projects currently in production. Daily tasks include attending lead meetings, coordinating technical artists, task assignment, art pipeline improvements, artist support, tools development, profiling art content, coordinate art and level optimization among other things.
Started my work as Lead TA by finalizing Bionic Commando and Terminator Salvation.
(Privately Held; 51-200 employees; Computer Games industry)
June 2007 — November 2008 (1 year 6 months)
Assigned as Technical Artist with one main project, but assist on all projects in production at Grin at all times, including projects at the Barcelona and Gothenborg offices.
The position mainly concerns setting up special units for the games and being the bridge between the art team and the gameplay programming team, but also includes approving graphics content in production from the technical side and being technical support for the artists concerning the 3D packages and Grin's Diesel graphics engine.
Everyday tasks include rigging, animation, dynamics setup, destruction setup, interaction setup, optimizing, testing and approving content in production, bug fixes and stabilization.
This employment included working as a Technical Artist on Bionic Commando (PC, PS3, 360) and I was also assisting as Technical Artist on Bionic Commando Rearmed (PC, PSN, XBL) and Wanted: Weapons Of Fate (PC, PS3, 360).
(Privately Held; 51-200 employees; Computer Games industry)
October 2006 — May 2007 (8 months)
Internship as Level Designer and 3D Artist on Ghost Recon: Advanced Warfighter 2 (PC).
(Non-Profit; 11-50 employees; Computer Games industry)
January 2005 — September 2005 (9 months)
Texture Artist at DLA (then called Dragonlance Adventures), an online modding group turned sub-contractor to BioWare Corp.
Worked on textures for Neverwinter Nigths: Infinite Dungeons (PC) and Neverwinter Nights: Wyvern Crown of Cormyr (PC).
(Government Agency; 10,001 or more employees; Military industry)
June 1999 — April 2002 (2 years 11 months)
First Lieutenant as Aircraft Technician on JA37C/D/Di Viggen fighter aircrafts at Uppsala Fighter Wing, F16. Head of Weapon Maintenance for 2 years. Also did periods as Basic Training Instructor.
(Government Agency; 10,001 or more employees; Military industry)
August 1995 — June 1996 (11 months)
Conscript as Aircraft Mechanic on SK60 trainer jets at Uppsala Fighter Wing, F16. Also served as Group Leader and Group Medic for my team.
3D for VFX 2005 — 2007
Education included production pipeline for VFX/SFX for movies and advertising as well as modeling, texturing, mapping, rigging, skinning, animating, lighting, pass rendering in Maya and some compositing on Shake and Photoshop.
Mathematics & Computer Science 2002 — 2005
Didn't complete education but finished the equivalent for 2 year, which is halfway to the masters degree. Switch education as I found 3D art and tools more interesting then pure programming.
Special Merits , Bartender , 2001 — 2001
Passed , Military Leadership & Aircraft Technology , 1997 — 1999
Passed , Technical Science , 1992 — 1995