Technical Artist at Black Rock Studio
Stockholm Area, Sweden
Technical Artist at Black Rock Studio
Stockholm Area, Sweden
Production experience:
Project "Fortress" (TBA) - Cancelled
Project "Blue Steel" (TBA) - Cancelled
Bionic Commando (PC, PS3, 360) - 2009
Terminator Salvation (PC, PS3, 360) - 2009
Wanted: Weapons Of Fate (PC, PS3, 360) - 2009
Bionic Commando: Rearmed (PC, PSN, XBLA) - 2008
Ghost Recon: Advanced Warfighter 2 (PC) - 2007
Neverwinter Nights: Wyvern Crown of Cormyr (PC) - 2006
Neverwinter Nights: Infinite Dungeons (PC) - 2006
Most notable skills:
- Leadership and planning/organizing experience from both the military and a multitude of school and private projects.
- Problem solving skills, logical breakdown of problems, situations and pipelines to find efficient solutions.
- Good communication and social skills, experienced with working in small and large groups.
- Technical and mechanical experience with weapon systems and jet aircraft systems.
- Teaching experience from the military and writing tutorials for 3D and programming, distributed on the web.
- Technical implementation (match moving, rigging, scripting & rendering)
- Art optimization (real time rendering, bugfixes & memory budgets)
- Physics setups (real time PhysX and Havok & bugfixes)
- Expert Maya & MEL Script
- Advanced Photoshop
- Basic 3DSMax & MaxScript
(Computer Games industry)
December 2009 — Present (2 months)
(Privately Held; Computer Games industry)
November 2008 — August 2009 (10 months)
Lead Technical Artist for Grins Stockholm and Gothenburg offices, including 6 technical artist/animators in Stockholm and 1 in Gothenburg.
Daily tasks include attending lead meetings, coordinating technical artists between the different projects currently in production, task assignment, art pipeline improvements, artist support, tools research and development, profiling art content, coordinate art and level optimization among other things.
Started my work as Lead TA by finalizing Bionic Commando (PC, PS3, 360) and Terminator Salvation (PC, PS3, 360).
During 2009 I've been working in the pre-production and full production of two unannounced, and now canceled projects called "Fortress" and "Blue Steel" for two different major Japanese publishers. Besides the team lead responsibilities it included documentation and design of new game play systems and art production guidelines, as well as research into how to solve the graphical scenes presented in the game design document.
Since January 2009 Grin has been developing a new version of the Diesel game engine with a different file structure and production pipeline, which is a project I've been involved with. Determining file structures, XML syntax for unit setups, level script needs, pipeline changes phasing out 3DSMax and MotionBuilder to create a pure Maya pipeline, implementation of Havok, research & design of needed tools.
Additional projects have been building prototypes for the projects "Cult" and "Stopwatch" as well as work on the PhysX patch for the PC version of Terminator Salvation for Nvidia.
(Privately Held; 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 Gothenburg offices.
The position mainly concerned setting up special units and acting as a bridge between the art team and the game play programming team. But it also included approving graphics content in production from the technical side and being technical support for the artists concerning the 3D packages (Maya and Max) 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 assisting as Technical Artist on Bionic Commando Rearmed (PC, PSN, XBL), Wanted: Weapons Of Fate (PC, PS3, 360) and Terminator Salvation (PC, PS3, 360).
(Privately Held; Computer Games industry)
September 2006 — May 2007 (9 months)
Level Designer and 3D Artist on Ghost Recon: Advanced Warfighter 2 (PC).
(Computer Games industry)
January 2005 — September 2005 (9 months)
DLA (at the beginning called Dragonlance Adventures), was an online modding group turned sub-contractor to BioWare Corp.
Character and environment textures for Neverwinter Nigths: Infinite Dungeons (PC) and Neverwinter Nights: Wyvern Crown of Cormyr (PC).
(Military industry)
June 1999 — April 2002 (2 years 11 months)
First Lieutenant and Aircraft Technician on JA37C/D/Di Viggen fighter aircrafts at Uppsala Fighter Wing, F16.
Head of Weapon Maintenance for 2 years.
Daily tasks included service work and aircrafts as well as training and leading conscript mechanics. 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.
Passed , 3D for VFX , 2005 — 2007
The part of the school that is handling the digital arts located in Eksjö and is now called "Industrial Art & Animation".
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 in Shake and Photoshop.
2 years , 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
2 year officers training in the Swedish Air Force, including specialist training as aircraft technician.
Passed , Technical Science , 1992 — 1995