Daniel M. Briggs

Дата канвертавання24.04.2016
Памер8.18 Kb.
Daniel M. Briggs

Dbriggs714@gmail.com 1250 N Melanie Dr, Anaheim, CA 92807 www.3dbriggs.com 714.743.5291


Reactor Hard Surface Modeling C++ C# TopoGun Box 2D

UDK Organic Modeling Cascade Mel Script Adobe After Effects

3D Studio Max xNormal Road Kill/Headus Maya Adobe Premiere

Z-Brush Photoshop XNA Max Script Visual Studio

Work Experience

TIGAR-HARE Studios, Sherman Oaks, CA

Lead Character Artist– March 2011 – June 2011

Obsidian Entertainment, Irvine, CA

Quality Assurance Tester – September 2010 – September 2010

  • Played through Fallout: New Vegas looking for glitches, bugs, and problems. Reported Findings to the team.

inXile Entertainment, Newport, CA

Quality Assurance Tester – June 2008 – July 2008

  • Playing through the game finding blockers and priority one glitches

  • Assessing the cause of the glitches and explaining verbally why the game is crashing

  • Typing up the glitch information on the network so the programming team can fix it

  • Worked with lead programmer testing specific blockers and glitches

Sitelines Productions, Newport Beach, CA

Freelance Character Artist– November 2010 – March 2011


  • Vast knowledge of numerous programs and engines – Visual Studio, xNormal, UDK engine, Dark GDK engine, XNA, Adobe Premiere, Final Cut Pro, After Effects, RoadKill, Headus, Topogun, Galaxy Map editor, Box2D physics engine

  • High proficiency in 3ds Max, Maya, Photoshop and an Expert knowledge of Zbrush

  • Solid understanding of Color Theory

  • Comprehension of Object Oriented Programming including outstanding debugging practices in C++ and C#

  • Experience using MaxScript and MEL for use in visual effects and basic tool creation

  • Ability to produce both high and low poly models with clean edge loops and geometry

  • Exceptional hard-surface and organic modeling skills

  • Resourceful with the ability to come up with several solutions in both programming and 3d modeling situations

  • Understanding of character art pipeline and development from concept to in game model

  • Ability to set up bones and skinning for rigs in both Maya and 3dsMax. Understanding of exporting and importing skeletal meshes and animations for the Unreal UDK

  • Strong understanding of Maya and Cascade visual FX, including particle emitters, fields, fluid effects, soft and rigid bodies

  • Excellent communication skills with the ability to communicate effectively with both programmers and artists


Art Institute of Orange County, Costa Mesa, CA

Bachelor Degree of Computer Science – Visual Game and Programming

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