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Chris Russell Cinematic TD

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CONTACT EDUCATION

Web www.pogstudios.com Undergraduate Virginia Tech


B.F.A Creative Technology, Minor: Art History
Contact 404 461-8990
Graduate Florida Interactive Enterainment Academy (FIEA)
Email pogstudios@gmail.com M.S. Interactive Entertainment, Track: Tech Art

EXPERIENCE
Associate Technical Director
- Introduced tools to automate scene generation of characters, props, cameras, and layouts
- Implemented an edit-driven process to allow for new tech like Virtual Cameras and Time-
Team: Far Cry Cinematics Discontinuity. Resulting in greater Directorial control and easier late-stage edits to scenes
2018- Present - Built tool systems to enable atomization of assets making heavy scenes easier to manage
- Created tools to improve and standardize Capture and Editorial workflows
- Authored Data Validation Tools and data-driven processes for Game Engine scene setup
- Programmed new Face-Fx to 3Ds Max batch pipeline, for better procedural facial animation
- Coordinated team of TDs across 3 Ubisoft studios and supporting 1 outsource studio
Lead Technical Artist
- Designed and Coded a Cinematic tool that uses edit data to batch generate, export, and
playblast hundreds of cinematic scenes
- Lead a team of TAs to deliver 3.5 hours of cinematics in Madden Longshot and Homecoming
Team: Madden Cinematics - Designed and programmed the full DCC to Frostbite cinematic anim pipeline
2015-2018 - Designed datatypes and scipted Shotgun API for tasks, reviews, and data tracking
- Implemented/Debugged cinematics in Frostbite as well as in-engine feature work
Technical Artist-1
- Designed/Implemented Frostbite features: Wildlife Animation System, Big Hit Moments,
Heartbeat Moments, Ball Pickups/Drops Cutscenes, Prop Attachment Systems
Team: Characters - Primary programmer for our MotionBuilder suite of rigging and animation tools
2013-2015 - Implemented animation, props, and camera work for in-game cinematics and trailers
- Crowd logic and area triggers, mini-games, cameras, FX, and character-related tasks
- Rigged and implemented all wildlife art in engine, as well as programming behaviour,
placement, footplanting, locomotion, interactions, and spawning
- Prototyped golf character stateflows and expressions driven by PS VR and PS Move controls
Associate Technical Artist
- Authored and maintained C# tools and data-types in the Madden content pipeline
- Scripts: Hair-Sim importing, Facial joint offsetting tool, Re-weighting Tools, Automation of
camera and cut-scene XML , Prop Rig Generator
Team: Core Graphics - Authored cloth and hair simulation, prototyped Stadiums in Houdini
2012-2013
- Implemented new characters and new rigs into the non-interactive systems (NIS) in game
SOFTWARE PROFICIENCY TECHNICAL SKILLS

3D Programs Game Engines Languages Game Engine


Maya Dunia Python FX, Visual Environments
Motion-Builder Frostbite C# Asset/Data batching
Modo EA Ignite Lua Physics Bodies
Houdini UDK (UE3) Mel Basic Locomotion
ZBrush Unity Scripting Basic NPC AI
Real-Flow Node-Based Shaders
CS Adobe CS Pipelines and Tools
FX Composer Node-Based Programming
Photoshop Batch/UI
Revision Control Shotgun API Animation Stateflows
After Effects
Perforce Illustrator Maya/Mobu API Compositing
Git-Lab In-Design PyQt/P4 Mental Ray
SourceTree Bridge Jenkins Automation Modo Render
Task Management Media Encoder Face FX Post-Processing
Hansoft Film Rigging Post-FX
Dev Tracker Bi/Quadroped Rigs Editing
Final Cut Pro Render Compositing
JIRA Transferable Facial Rigs
Motion
Confluence Auto-Rig tools
Premiere
Shotgun Simulation

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