Erik Lindqvist

Technical Artist at Black Rock Studio

Stockholm Area, Sweden

Current
  • Technical Artist at Black Rock Studio - The Walt Disney Company
Past
  • Lead Technical Artist at Grin
  • Technical Artist at Grin
  • Internship at Grin
  • Texture Artist at DLA
  • Officer at Swedish Air Force
  • Conscript at Swedish Air Force
Education
  • Högskolan i Jönköping
  • Uppsala universitet
  • Cocktailskolan, Göteborg
  • Officershögskolan, Halmstad
  • Westerlundska Gymnasiet, Enköping
Connections
230 connections
Industry
Computer Games

Erik Lindqvist’s Summary

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.

Erik Lindqvist’s Specialties:

- 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


Erik Lindqvist’s Experience

  • Technical Artist

    Black Rock Studio - The Walt Disney Company

    (Computer Games industry)

    December 2009Present (2 months)

  • Lead Technical Artist

    Grin

    (Privately Held; Computer Games industry)

    November 2008August 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.

  • Technical Artist

    Grin

    (Privately Held; Computer Games industry)

    June 2007November 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).

  • Internship

    Grin

    (Privately Held; Computer Games industry)

    September 2006May 2007 (9 months)

    Level Designer and 3D Artist on Ghost Recon: Advanced Warfighter 2 (PC).

  • Texture Artist

    DLA

    (Computer Games industry)

    January 2005September 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).

  • Officer

    Swedish Air Force

    (Military industry)

    June 1999April 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.

  • Conscript

    Swedish Air Force

    (Government Agency; 10,001 or more employees; Military industry)

    August 1995June 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.


Erik Lindqvist’s Education

  • Högskolan i Jönköping

    Passed , 3D for VFX , 20052007

    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.

    Activities and Societies:
    Class Vice President
  • Uppsala universitet

    2 years , Mathematics & Computer Science , 20022005

    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.

    Activities and Societies:
    Vice President of Möbius, Math Club, 2004-2005.
  • Cocktailskolan, Göteborg

    Special Merits , Bartender , 20012001

  • Officershögskolan, Halmstad

    Passed , Military Leadership & Aircraft Technology , 19971999

    2 year officers training in the Swedish Air Force, including specialist training as aircraft technician.

    Activities and Societies:
    Class Safety Officer
  • Westerlundska Gymnasiet, Enköping

    Passed , Technical Science , 19921995


Public profile powered by: LinkedIn

Create a public profile: Sign In or Join Now

View Erik Lindqvist’s full profile:

  • See who you and Erik Lindqvist know in common
  • Get introduced to Erik Lindqvist
  • Contact Erik Lindqvist directly

View Full Profile