PROFILE
As a technical artist I enjoy being a key part of any team. As well as character rigging, I see it as my responsibility to aid other artists wherever possible. This includes writing scripts to speed up work-flows, teaching new tools and methods, and providing communication between artistic and technical teams. I am confident adapting to proprietary tools, which I can learn quickly and teach to other artists. A problem solver by nature, I find fulfilment in using both my technical and artistic abilities to overcome problems.
CORE SKILLS
Rigging Character / Facial / Mechanical
Scripting Python / PyMEL / MEL
TECHNICAL SKILLS
Maya 7 years – Python 3 years – Motionbuilder 2 years
In addition, I extensively use proprietary software. Examples are; various animation blenders, and node based entity systems. I have some experience with C++ and I am very comfortable using version control and project management software and systems such as Perforce, Hansoft and Shotgun.
EXPERIENCE: JELLYFISH ANIMATION
April 2014 – Present
Rigging TD
- Floogals – Animated TV series mixing photo-real VFX and live action.
- Building and maintaining full character rigs (including dynamics).
- Rigging an extensive list of animated sets and props.
- Writing Maya/Python scripts to improve animation and lighting pipelines.
- Providing technical Maya support for a team of 15 animators.
EXPERIENCE: GUERRILLA CAMBRIDGE
Formerly Sony Computer Entertainment Cambridge
Oct 2009 – April 2014
Technical Character Artist
Killzone: Mercenanry for PS Vita / Undisclosed project for PS4
- Building and maintaining rigs for characters, weapons, vehicles and animated props.
- Facial rigging and skinning.
- Writing Maya/Python scripts to improve modelling and animation work-flows.
- Documenting tools and practices on internal wiki.
Junior Technical Character Artist
TV Superstars for PS3 / Prototyping for PS3
- Rigging and skinning characters and props.
- Creating in game cut-scenes using a combination of mocap data and hand keyed animation.
- Writing MEL scripts to improve the animation pipeline.
EDUCATION: BOURNEMOUTH UNIVERSITY NCCA
2006 – 2009 BA(hons) Computer Animation and Visualisation – 1st Class
PERSONAL
I regularly attend Life Drawing sessions which I find to be a great outlet of my artistic abilities as well as a chance to study human form and deformation. I like to stay active and enjoy many types of sport. In the past year I have competed in the London Triathlon and the Great North Run.