PROFESSIONAL EXPERIENCE
Character technical director: Ubisoft Montreal ( August 2009 – now )
I'm
designing and implementing the Motion Builder animation pipeline,
ensuring a smooth transfer from the previous 3dsMax character studio
pipeline.
Senior technical artist: Krome Studios Brisbane ( June 2007 – July 2009 )
I've
designed and implemented the Krome modular rigging pipeline and
animation pipeline in Maya.
I was also in charge of the 3dsMax
pipelines and in-game shaders.
Mocap studio manager: 10Tacle Studios Belgium ( 2005 - 2007 )
I was in charge of the mocap studio, rigging and animation pipeline. I also worked as keyframe animator.
Character artist: Fresh3d ( 2006 )
Character
artist on a PSP project.
Character artist: Liquid Development ( 2005 )
Character artist on : GuildWars, Donjon & Dragon Online, Everquest II.