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Summary of skills

  • Platforms: Major Consoles and PC
  • Applications: Maya, Photoshop, Unreal Editor, Motion Builder, 3D Studio Max, Mel scripting, Python, PySide/PyQt

Education

March 2006 Art Institutes of CA Santa Ana, CA

  • Media Arts and Animation
    • Bachelor’s degree (3/06)
March 2002 Mt San Jacinto Community College    Menifee, CA
  • Multimedia certificate
    • Multimedia certificate of completion with emphasis on 3D art

Employment

Blind Squirrel Games, Santa Ana, CA, June 2019 - October 2020

Srnior Character Technical Artist

Drifters (third person shooter)
unannounced (side scrolling platformer)

  • created and maintained rigs for various characters and weapons
  • skinned various characters to skeleton created in Maya, and Max
  • set up rigs for animation in Maya
  • authored tools for animation and art pipelines using Python, Mel, and MaxScript.
  • Managed pipeline for art up-res process.

Framemachine, Santa Monica, CA, October 2018 - Jun 2019

Character Technical Artist (contract)

Mortal Kombat 11 (martial arts fighting)
unannounced projects (VR, 3rd person shooter, Cinematic animation)

  • created and maintained rigs for cinematic probs and gore fx.
  • created and mantained humanoid rigs for animation in cinematics
  • skinned various props, characters, gore, and hour glass to skeleton created in Maya.
  • set up rigs for animation in Maya and MotionBuilder.
  • advanced animation pipeline for Shotgun Desktop
  • authored tool for animaiton and character pipelines using Python, and Mel.

Treyarch, Santa Monica, CA, June 2016 - October 2018

Character Technical Artist

Call of Duty: Black Ops 4 (first person shooter)
Call of Duty: Black Ops Chronicles (first person shooter)

  • created and maintained rigs for humans, zombies, and androids.
  • skinned various characters to skeleton created in Maya.
  • set up rigs for animation in MotionBuilder
  • created physics display tool in Maya that directly coresponed with in game physics.

Ubisoft, Shanghai, China, April 2014 - March 2015

Technical Animator

Far Cry 4 (first person shooter)

  • created and maintained rigs for animal and envrionment/destructible objects.
  • skinned animal characters to skeleton created in 3D Studio Max.
  • set up rigs for animation in MotionBuilder
  • created physics bodies and ragdoll systems using Havok.

 

Spark Unlimited, Sherman Oaks, CA, October 2012 - September 2013

Character Rigger / Tech Artist

Ninja Gaiden Z: Yaiba (3rd person action/platform)

  • created and maintained animation pipeline
  • helped set up character dismemberment pipeline
  • created and maintained python and mel scripted tools for animation and character pipelines which use xml for organization.
  • created and maintained rigs for characters, weapons & props, envrionment and destructible objects.
  • set up unreal matinee sequences for attract cinematic.
  • solved various problems for memory and frame rate issues for gameplay.
  • set up custom physics for dangling bits and gore.

 

Spark Unlimited, Sherman Oaks, CA, May 2011 - October 2012

Character Rigger

Lost Planet 3 (3rd person adventure - Xbox 360, PS3, PC)

  • maintained motion capture pipeline
  • created various rigs (multi-ped, robot, vehicle, weapons and props)
  • set up custom physics asset for characters and creatures
  • created and improved mel and python tools for character and animation pipeline

Spark Unlimited, Sherman Oaks, CA, August 2010– april 2011

Contract character TD

Lost Planet 3 ( 3rd person adventure– Xbox 360, PS3 PC )

  •  created and maintained mocap pipeline
  • Aided in set up of motion capture cameras
  • Created rigs (biped, multi-ped, mechanical) for animation
  • created Mel scripted tools for animation/character pipeline

Heavy Iron Studios, Los Angeles, CA, March 2008 – Feburary 2010


Associate Character Artist” (character/animation TD)


Wall-E encounters the Wii
(T.V. commercial)

  • Developed rig for the Wii-mote in a commercial for the Wall-E video game.

Up (Co-op Platform – Xbox 360, PS3, Wii)

  • Wrote and supported tools and UI for rigging and animation teams using MEL
  • Created and supported various character (quadrupeds & bipeds) and prop rigs
  • Developed and maintained pipeline for cinematic scenes
  • Achieved proficiency in proprietary game engine editor

Spongebob Squarepants Truth or Square (Platform – Xbox 360, Wii)

  • Wrote and supported tools and UI for rigging and animation teams using MEL
  • Created and supported various character and prop rigs

unreleased projects ( Xbox 360, PS3, Wii)

  • Organized rigging team and workflow for future projects
  • Supported existing tools in transfer to Maya 2009
  • Created and supported various character, vehicle, and prop rigs
  • Created Motion capture rig, pipeline, and tools for Maya

Spark Unlimited, Sherman Oaks, CA, May 2006 – Feburary 2008

Rigger

Turning Point: Fall of Liberty ( FPS – Xbox 360, PS3 PC )

  •  Promoted from Jr. Rigger to Rigger by Art Leads for quality of work
  • Created and supported human, weapon, vehicle, and prop rigs.
  • Created and supported MEL scripted tools for production.
  • Achieved proficiency FaceFX, MEL, Unreal Engine 3, and Maya .
  • Developed MEL driven UI for motion capture

Legendary ( FPS – Xbox 360, PS3 PC )

  • Rigged “The Box,” used in-game and in TV commercials
  • Created tool for automated rigging over 140 characters

Logocentric Games, Buena Park, CA, Feburary 2005 – Janurary 2006

Intern – Technical Director

Apostle ( 3rd person Action/RPG – PC )

  • Created bone structure for main and minor characters
  • Used MEL to create expressions and constraints for character control
  • Efficiently set up distributed rendering across a network
Art Institute of California – Orange County, April 2003 – March 2006
Tutor
  • Tutored in character rigging, modeling clean up, and scene management
  • Taught technical direction to students

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