Resume

Ira Goeddel
San Mateo , CA
rive.goatsinthemachine@gmail.com


 Objectives

To learn and create in collaborative mixed media productions.

Skill Base

15 years of experience with professional video and games development.  With a traditional background in fine arts, computer science and IT. Strengths in aesthetics, problem solving, brainstorming, cross discipline coordinating, pipelines, and training.

Roles

Animation, Modeling, Texturing, Rigging, Vfx, Concept, Tool Scripting, Compositing, Pipeline Development, Visual Runtime Logic, Artist Management

Program Base

Maya, 3ds Max, Photoshop, Zbrush, Perforce, Substance Painter, After Effects, Premiere, Mel, Python, Html, Windows, Osx

Runtime Engines Experience

Unity3d, Unreal 4


Employment History

Spiritwalk Games, San Mateo, CA January 2016 – Present
Lead Technical Artist

Unreal 4: Animation BPs, Unit BPs, Asset Assembly, Event Logic, Materials, Optimization, Asset Organization, VFX, Environment and Lighting, Asset Integration

Development Phase 1:  Asset Production Pipeline R&D, Documentation, Maya Tools, Export and Rigging automation, Substance Painter coordination, Animation

Phase 2: Asset Assembly Production Direction and Tracking; Unit and Environment Planning, Animation, VFX, Materials, Rigging

  • Shardbound (PC)

Secret Identity Studios, San Mateo, CA January 2011 – 2016
Senior Technial Artist

Unreal 3: Runtime Camera and Vfx Scripting, Lighting, Materials, Optimization, Environment Art Pipelines, Maya Art Tools, Maya Art Environment

  • Marvel Universe (PC)

Offbase Productions, San Francisco, CA January 2011 – 2016
Consultant

PS3 Themes – Rich Animation Format Development

  • Godzilla (PS3, PS4 RAF)
  • Final Fantasy Remaster (PS4 RAF)
  • Kingdom Hearts HD (PS3 RAF)
  • KillZone 3 (PS3 RAF)
  • Dues Ex (PS3 RAF)
  • Ratchet and Clank 4 (PS3 RAF)

Slipgate Ironworks, San Mateo, CA January 2008 – 2011
Senior Technical Artist:

Rigging, Animation Pipelines, Character Customization Systems, Maya Tool Environment, Modeling, Texturing, and Fx, Bigworld, Unreal, Flash

  • Project Redwood (PC)
  • Avatar Master of the Elements MMO (PC)
  • Fortune (PC)

Perpetual Entertainment , San Franciso, CA September 2005 – December 2007
Character Technical Artist:
Rigging, Animation Pipelines, Character Customization Systems, Maya Tool Environment, Modeling, Composition, Marketing Cinematics, Morpheme, Granny

  • Star Trek Online (PC)
  • God’s and Heroes (PC)

Big Bear Productions , Sausalito, CA July 2005 – September 2005
Character Technical Artist and Character Artist:
Rigging, Modeling, Texturing, Mocap Animation Cleanup, Motion Builder

  • Yahoo Video Advertisement Project (PC)

New Pencil Inc , Sausalito, CA Dec 2004 – July 2005
Lead Technical Artist
Rigging, Modeling, Animation, Technical Supervising, Training, Project Planning

  • Big Bear Productions NDA (PC)
  • Gods and Heroes (PC)
  • Sims 2 Night Life (PC)
  • Zoo Tycoon 2 Expansion Pack (PC)
  • NDA MMORPG for EA (PC)

Ballistic Pixel Labs, Lake Mary, FL April 2002 – April 2004
Character Technical Artist :
Modeler, Texturer, Rigger, Animation, Fur Fx, Render Farm systems, IT, Training, Teaching, Concept Art, Rendering, Compositing, Lighting, Shot assembly

  • Middle Earth Online (PC)
  • Lords Of EverQuest (PC)
  • Four Horsemen of the Apocalypse (Cross Console)
  • Army Men, Sarge’s War (Gamecube)
  • Buddy and Max (TV)
  • Star Babies (TV)

Chaotic Arts, 1997 – present
Consulting


Education

Full Sail, Winter Park, FL Feb 2001 – May 2002
Associates of Science Degree in Computer Animation
Course Director Awards in “Computer Character Design” and “Gaming Character and Scene Design”

Southwest Missouri State, Springfield, Mo Sept 1998 – Dec 2000
Non Degree, Drawing, Sculpture, Painting

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