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