1
Alekzander Castelain [email protected] www.technicallyAlek.com 407-506-8848 Skills Technical Camera system implementation and design for the NBA Live series games, 14 to present o System includes handling moment to moment cameras, as well as special cutaway moments o Creating and implementing procedural systems to handle dynamic camera presentation shots o Working in proprietary node tools as well as expanding their context with C++ game code Tool building for Maya, specializing in modeling and animation pipelines Rigging biped, quadruped, and mechanical characters dynamically Software VS 2012, Maya, Zbrush, Houdini, MotionBuilder, Photoshop, RealFlow, Mudbox, 3dsMax, After Effects Engines EA Tools, UDK, Trinity Vision, Unity3d, Flash, XNA Languages C++, C#, Python, MEL, JavaScript, HTML Experience Sep 2012-Present Electronic Arts – Tiburon Technical Art Intern – ‘NBA Live 13' Created Houdini based tool for procedural placement of crowd assets Technical Artist 2 – ‘NBA Live 14 – NBA Live 15’ Gameplay and presentation camera engineer in C++ and proprietary tools Created and implemented various camera systems over multiple years directly with designers Feb 2012-Aug 2012 Florida Interactive Entertainment Academy Technical Art Lead – ‘Battle Fortress Tortoise’ Directly responsible for technical problems and tech artist team Optimized modeling pipeline by creating a UDK exporting tool to cleanly batch assets Rigged a giant tortoise quadruped to establish team-wide rigging standards Dec 2011-Feb 2012 Florida Interactive Entertainment Academy Art Lead – ‘First Edition’ Led 5 person team to solidify a cartoon style and create assets for Trinigy Vision Created a rigging script to adapt the same rig to all the characters in game Worked with programmers to create a toon shader in HLSL and the Visual Shader Tool Feb 2010-Aug 2011 Institute for Simulation and Training Technical and Modeling Lead - Mixed Emerging Media Integration Lab Modeled the low poly environment to recreate a popular hardware store layout Aug 2011-Dec 2012 Florida Interactive Entertainment Academy Personal Projects Dynamic Facial rigging tool to capture blend shape animation on a skeleton XML based character builder in Maya allows exporting of preloaded parts Houdini based ‘digital asset’ to damage imported objects and previsualize the effects Education Florida Interactive Entertainment Academy Orlando, FL Masters of Science in Interactive Entertainment University of Central Florida Orlando, FL Bachelors of Fine Arts in Animation

Alek Castelain Resume 2015

  • Upload
    alek

  • View
    32

  • Download
    5

Embed Size (px)

DESCRIPTION

Technical Artist resume

Citation preview

  • Alekzander Castelain [email protected] www.technicallyAlek.com

    407-506-8848

    Skills

    Technical

    Camera system implementation and design for the NBA Live series games, 14 to present

    o System includes handling moment to moment cameras, as well as special cutaway moments

    o Creating and implementing procedural systems to handle dynamic camera presentation shots

    o Working in proprietary node tools as well as expanding their context with C++ game code

    Tool building for Maya, specializing in modeling and animation pipelines

    Rigging biped, quadruped, and mechanical characters dynamically

    Software

    VS 2012, Maya, Zbrush, Houdini, MotionBuilder, Photoshop, RealFlow, Mudbox, 3dsMax, After Effects

    Engines

    EA Tools, UDK, Trinity Vision, Unity3d, Flash, XNA

    Languages

    C++, C#, Python, MEL, JavaScript, HTML

    Experience

    Sep 2012-Present Electronic Arts Tiburon

    Technical Art Intern NBA Live 13'

    Created Houdini based tool for procedural placement of crowd assets

    Technical Artist 2 NBA Live 14 NBA Live 15

    Gameplay and presentation camera engineer in C++ and proprietary tools

    Created and implemented various camera systems over multiple years directly with designers

    Feb 2012-Aug 2012 Florida Interactive Entertainment Academy

    Technical Art Lead Battle Fortress Tortoise

    Directly responsible for technical problems and tech artist team

    Optimized modeling pipeline by creating a UDK exporting tool to cleanly batch assets

    Rigged a giant tortoise quadruped to establish team-wide rigging standards

    Dec 2011-Feb 2012 Florida Interactive Entertainment Academy

    Art Lead First Edition

    Led 5 person team to solidify a cartoon style and create assets for Trinigy Vision

    Created a rigging script to adapt the same rig to all the characters in game

    Worked with programmers to create a toon shader in HLSL and the Visual Shader Tool

    Feb 2010-Aug 2011 Institute for Simulation and Training

    Technical and Modeling Lead - Mixed Emerging Media Integration Lab

    Modeled the low poly environment to recreate a popular hardware store layout

    Aug 2011-Dec 2012 Florida Interactive Entertainment Academy

    Personal Projects

    Dynamic Facial rigging tool to capture blend shape animation on a skeleton

    XML based character builder in Maya allows exporting of preloaded parts

    Houdini based digital asset to damage imported objects and previsualize the effects

    Education

    Florida Interactive Entertainment Academy Orlando, FL

    Masters of Science in Interactive Entertainment

    University of Central Florida Orlando, FL

    Bachelors of Fine Arts in Animation

    mailto:[email protected]://www.technicallyalek.com/