Objective   To help create quality digital character animation, while utilizing my experience as a designer and rigger to be a useful part of an animation team  
Professional Experience  

Lucasfilm Animation Limited, Marin , California

Character Supervisor / Rigging Lead   July 2006 - June 2008

 
      Guided the development of Maya based articulation pipeline and digital puppet assets for the animated television series "Clone Wars" from season 1: episode 6 through 26, and season 2 episode 1 through 10. Aided in development and implementation of proprietary asset management tool and tool integration. Coordinated rigging workflow between Lucasfilm Animation Limited and Lucasfilm Animation Singapore. Developed efficient asset production methods and technology to facilitate quality animation and large-volume asset creation for television. Managed articulation team asset schedule and development projects.  
   

Pixar Animation Studios, Emeryville , California

Technical Director / Digital Puppet Design   November 2001- July 2006

 
     

Aided In the development of technical character designs ,  workflow  and special articulation effects for feature film "The Incredibles" . Rig design and articulation for featured short films, "One Man Band" and 2008 release short film "Lifted". Technical development for crowd effects pipeline using Massive software for 2008 release feature film, "WALL-E". Character-rigging, rig development and collision deformation effects development for 2007 release feature film "Ratatoullie". Prop modeling for 2003 release feature film, "Finding Nemo"

 
   

Kleiser-Walczak, North Adams , Massachusetts

Technical Lead / Character rigging   March 2001- November 2001

 
      Created tools to improve stereoscopic ride-film production pipeline. Articulated characters. Wrote optimization utilities for Maya ASCII scene files. Created techniques for editing and Improving long frame-range Maya cloth solves without re-solving. Aided In the Improvement of stereoscopic camera rig for motion base ride films. Provided technical assistance for off-site production locations. Developed proprietary path animation system In Maya called "Railroad" to enhance stereoscopic single-moving-shot film production. Technical consultant for CG facial animation techniques In film "The One".  
   

GIANT STUDIOS, Atlanta , Georgia

Technical Director / Senior Digital Artist   February 2000- February 2001

 
     

Developed tools and techniques to blend key frame, motion capture, and dynamics animation. Aided In the Integration of proprietary Giant Studios motion capture technology Into Alias|Wavefronts' Maya V2.5 -3.0 for Weta Digital LTD's production of "Lord Of The Rings". Used Giant Studios Nuance motion editing software to modify and extend motion capture data. Helped develop tools and techniques to transfer deformations from Maya V3.0 to Softimage XSI V1.5. Created tools Inside of  Maya V3.0 that allow the generation of sliding sub dermal skin deformations. Created techniques for deforming high-resolution facial models with high-resolution facial motion capture data. Created techniques for key framing facial animation utilizing sampled motion capture data. Worked closely with programmers to create a dynamic spring mesh pelting Implementation for the creation of smooth and even UV texture coordinates. Modeled, Animated and directed the modeling and animation of 3D characters for broadcast and film. Performed lectures at Georgia Tech Computer Science Department on Integration of motion capture techniques Into hand-key frame pipelines.

 
   

FATHOM STUDIOS, Atlanta , Georgia

Technical Director / Character Set-up   January 98- February 2000

 
     

Created workflow techniques for high-resolution bi-pedal characters for film using Alias|Wavefronts' Maya V1.5 -2.5. Responsible for characters' technical and aesthetic design. Used MEL scripting language to Improve efficiency and ergonomics of complex 3D characters. Aided In the design and creation of story concepts and characters. Beta tested Maya V3.0b

 
   

PALLADIUM VENTURES, Baton Rouge , Louisiana

Digital Media Director / Video Streaming Solutions Consultant   May-December, 98

 
     

Organized the development of an MPEG-2 / DVD video streaming capability that is a high quality, high bandwidth video-on-demand pay-per-view service for Hybrid fiber/coax networks. Worked with Microsoft Netshow Theater Server to implement it as a Video entertainment archive for cable modem customers. Coordinated collocation of video servers with regional TCI and @home cable head-ends.

 
   

OUTPOST DIGITAL, Charlotte , North Carolina

3D special effects consultant / Softimage tutor   April- May, 98

 
     

Trained OUTPOST DIGITAL employees in Softimage 3D character animation techniques and general special effects principles.

 
   

MEDIACOMM, Charlotte , North Carolina

Freelance 3D Character Animator / Special effects artist   March, 98

 
     

Used Softimage 3D for broadcast and corporate animation.

 
   

Haven Multimedia, Charlotte , North Carolina

Freelance 3D effects artist / custom tool development January- April, 98

 
     

Used Softimage 3D and Alias|Wavefront Composer to animate and composite corporate and broadcast animation. Planned functionality and implementation of plug-in called: "Marionette" Using Softimage SDK to integrate custom TCL/TK widgets in the Softimage 3D API.

 
   

Chimera Digital Imaging, New Orleans , Louisiana

3D animator / special effects artist   Aug, 95 to Nov, 97

 
     

Worked closely with directors, technical, production and post-production staff to create practical techniques and workflows for film, broadcast, corporate and legal special effects animation. Developed characters (concepts, models and behaviors), character voices and effect sequence storyboards for broadcast. Worked directly with broadcast and corporate clients to aid in the previsualization process

Worked daily in Alias Power Animator (Advanced Animation and Advanced Modeling), versions 4.6-8.2 and Amazon Paint 3D version 2.5. Skills include; modeling, match-move and key frame animation, previsualization (model-sheet, story board and animatic production), articulating and creating behavior controls for 3D characters, texture map painting, animating shaders, lighting, rendering and Alias SDL editing.

 
Education  

Savannah College of Art and Design, Savannah , Georgia

Bachelor of Fine Arts in Computer Graphics   May, 95

 
      Course work in 3D animation software (SoftImage 3D, Wavefront Advanced Visualizer, Explore 3D, 3D studio, LightWave, FormZ-RZ and Imagine), traditional animation, Illustration software (Adobe Photoshop, Illustrator, Premiere and After Effects, Fractal Design Painter and Painter X-2), C++ programming, Render Man, Mental Ray, network administration, motion capture devices and Directing.

Employed by the Savannah College of Art and Design as both a S.T.A.R (Student Tutorial Assistance Referral) tutor and as a L.A.C ( Learning Assistance Center ) tutor for C++, Microsoft C, "Learning How to Learn 3D Software", Desktop Publishing and Intro to Computers.

  Special projects included; Working with the computer graphics faculty to create the first  "Production Collaboration" class to better simulate a broadcast production environment. Worked directly with Author Neil Shulman to create a 3D animated version of his children's book "What's in a Doctors Bag?". Attended seminars on Polyhemus motion capture devices. Represented SCAD at local Atlanta SIGGRAPH meetings.

 
   

Alias|Wavefront Training, Studio Solutions, Austin , Texas

Character Animation in Maya, Matchmove animation in Maya-Live  October, 98

 
      Courses included advanced character animation techniques in Maya, using MEL (Maya Embedded Language), Composer v.5, and Maya-Live.  
   

Animation Mentor , Emeryville , California

Advanced Studies in Character Animation  June ,2010

 
      Courses included bipedal body mechanics and acting through digital animation techniques  
Other Skills  

·       Ability to do research, learn new software and adapt workflow concepts quickly and under pressure.

 

·       Scripting languages: Python, Perl, JScript, MEL, TCL, C-shell and Bourne-shell

 

·       Working knowledge of post-production concepts and software.

 

·   Interface and application frameworks: TK, QT, Maya API, Lumos, SoftImage API

 

·       Ability to work well with both artists and engineers for extended lengths of time and under deadline situations.

 

·       Character design and Illustration.