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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 +1 (647) 385-8990
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.
Team: Far Cry Cinematics - Implemented an edit driven process to allow for new tech like virtual cameras and time-
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 three Ubisoft studios and supporting one outsource studio.
Lead Technical Artist
MADDEN 18 - Coded a cinematic python tool that uses edit data to batch generate, export, and playblast
LONGSHOT hundreds of cinematic scenes across Mobu and Maya.
Team: Madden Cinematics - Lead a TA team to deliver 3.5 hours of cinematics in Madden 18 and 19 Longshot
2015-2018 - Planned and programmed the full DCC to Frostbite cinematic animation pipeline.
- Designed datatypes and scipted Shotgun API for tasks, reviews, and data tracking.
- Implemented and debugged cinematics in Frostbite as well as in-engine feature work.
Technical Artist-1
RORY MCiLROY
PGA TOUR
- Designed and implemented these systems using Frostbie Schematics and ANT expressions:
Wildlife Animation System, Big Hit Moments, Heartbeat Moments, and Prop Attachment.
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
MADDEN 25 - Authored and maintained C# tools and data-types in the Madden content pipeline.
NCAA 14 - Wrote the scripts Hair-Sim importer, Facial joint offsetting tool, Re-weighting tools,
Team: Core Graphics Automation of camera cut-scene XML , and the Prop Rig Generator.
2012-2013 - Authored cloth and hair simulation in maya , and prototyped stadiums in Houdini.
- 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 After Effects Shotgun API Animation Stateflows
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
JIRA Transferable Facial Rigs Render Compositing
Motion
Confluence Auto-Rig tools
Premiere
Shotgun Simulation

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