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.