EA DICE, Stockholm, Sweden. - Technical Animator
November 2017 - current
Animation/character tools in Python/Qt, support, rigging, skinning, training, pipeline design, outsource management
Natural Motion Games, London, UK. — Technical Animator
June 2015 - August 2017
Pipeline improvement and setup, rigging and skinning, tools programming
LuGus Studios, Genk, Belgium — Technical Artist
February 2013 - May 2015
Rigging, skinning, pipeline setup, Unity programming (C#), modeling, animating
Niceberg Studios, Genk, Belgium— Animator
November 2013 - March 2014
Junior creature animator
- Unreal Engine
- Substance Painter
- Substance Designer
Unannounced EA DICE game — Playstation, PC, XBox
Currently I continue to work with the character artists on tools and pipelines in pre-production. Redesigning a fundamentally new customization and tracking system that extends to gameplay, animation, audio and UI.
Battlefield V — Playstation 4, PC, XBox One
On Battlefield I initially started out working with the animators, supporting them and building on existing animation tools. After which I took over the entire technical part of the character pipeline. I provided training, wrote tools that boosted productivity upwards of 1000%, handled skinning outsourcing and supported character artists.
Dawn of Titans — iOS, Android
Responsible for the lion’s share of rigging and skinning of all the titans in the game. Worked extensively on improving and optimizing the animation pipeline. Did a lot of programming in Python and Lua for standalone, Maya and Morpheme tools.
LiftOff — PC
I did the modeling, programming and level design for the initial prototype that caught the attention of an established name in drone industry. After production started on the game I did the rigging and skinning of the characters.
Order of Battle: Pacific — PC
As a freelancer I did all the rigging, skinning and animating of every infantry unit in the game.