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Russell, Chris - Tech Artist (2018)
Russell, Chris - Tech Artist (2018)
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CONTACT EDUCATION
EXPERIENCE
Lead Technical Artist
- Wrote a patent-pending pipeline tool that uses edit data to batch generate, export,
and playblast over 800 cinematic scenes, saving hundreds of hours and human-error.
Team: Madden Cinematics - Lead a team of TAs to deliver 3.5 hours of cinematics in a new Madden story mode
2015-Present - Designed and implemented the full DCC to Frostbite cinematic anim pipeline
- Designed datatypes and scipted Shotgun API for task and data tracking
- Trained/Supported Tech Artists, Designers, Animators on DCC/Frostbite cinematics
- Implemented/Debugged cinematics in Frostbite as well as in-engine feature work
Technical Artist
- Designed and implemented key Frostbite features: Wildlife animation system, Big Hit
Moments, Heartbeat Moments, Ball pickups/drops, 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
- Worked on crowd, 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
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, Camera
Team: Core Graphics processing, “Black Box” Prop Generator.
2012-2013 - Authored cloth and hair simulation for high detail Non-Interactive characters
- Implemented new characters and new rigs into the animation system and game
- Prototyped with proceduralized stadium modeling in Houdini
- Automated proccess for generating cameras and cut-scene logic, doubiling the
amount of Non-Interactive Sequences in NCAA
- Updated and fixed issues around rigs for mascots, cheerleaders, referees, and other
NPC types in NCAA
SOFTWARE PROFICIENCY TECHNICAL SKILLS