Resume
Contact
Experience
Embark Studios, Stockholm, Sweden. - Technical Animator
August 2020 - current
EA DICE, Stockholm, Sweden. - Technical Animator
November 2017 - August 2020
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
Skills
3D
- Maya
- Motionbuilder
- Unreal Engine
- Blender
- Morpheme
- Frostbite
Programming
- Python
- C#
- Lua
- MEL
Other
- Photoshop
- Substance Painter
- Substance Designer
Projects
Unannounced Embark Studios game — Playstation, PC, XBox
Currently working on the first game at Embark Studios. It’s a 3rd person, futuristic shooter. I’m working on animation tools and on the character pipeline. I’m also developing an open source connectivity system between DCCs (Maya, Houdini, Blender) and Unreal Engine called skyhook.
Unannounced EA DICE game — Playstation, PC, XBox
Working 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.