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resume



education

Sheridan college, computer animation - digital character animation, January 2004 to June 2005


software knowledge

  • Zbrush 
  • 3DS Max
  • Modo 
  • Maya Xgen 
  • Xnormal 
  • WrapX 
  • Substance Painter 
  • Photoshop 
  • Marvelous Designer 
  • proprietary Ubisoft engines
  • Jira


experience


01.2012 - 12.2017 Lead character artist Ubisoft Toronto

  • lead a creative team of character artists
  • character asset quality control on several AAA games
  • created high-quality character assets AAA for games
    - sculpting full characters for cinematic and in-game use
    - unwrapped and textured all assets I modeled
    - hair assets creation, including textures
    - clothing simulation in Marvelous Designer
    - scan cleanup and implementation into the pipeline
  • collaborated creating character pipeline for cinematic as well as open world modular characters
  • partnered with production manager to established production deadlines
  • support HR in recruiting members for the character team
  • helped establish outsourcing pipeline and oversaw outsourcing quality
  • partnered with the art director in look development for background characters
  • taught Zbrush classes to Ubisoft artists


11.2010 - 12.2011 senior character artist Ubisoft Toronto

  • sculpt full characters from head to toe following concept art
  • textured these character assets
  • create hair card based hairstyles
  • 3D face scan clean up for some head scans
  • create game characters based on scan data as well as model characters from scratch.
  • create


Ubisoft projects

  • Splinter Cell Blacklist, from preproduction to release
  • FarCry 4 lead character artist for the Shangri La section of the world, full production duration
  • FarCry Primal as character lead in a consulting function
  • 3 other unannounced  AAA games that will be released over the years to come.


07.2008 - 11.2010  Silicon Knights Lead character artist

  • lead a team of character artist developing AAA games for the Xbox 360
  • quality control for all character assets for the projects I worked on
  • created high-quality character assets for cinematics and gameplay
  • unreal engine shader setup


05.2005 - 06.2008  Silicon Knights character artist

  • created characters and weapons following concept art
  • Worked as part of a creative team


Silicon Knights Project

  • Too Human
  • canceled AAA game
  • Xmen Destiny