Christopher S. Adams

Senior Technical Animator

P.O. Box 1204, Wylie TX 75098 214.783.4269 pdf download
  • Industry veteran creating games since 2000
  • Developed animation pipelines from the ground up for multiple companies of varying size and scope
  • Proven record of product and process enhancement through collaboration with core technology groups, R&D projects, and pipeline streamlining
  • Product development encompassing a diverse range of platforms using multiple commercial and proprietary game engines
  • Strong professional working knowledge of Autodesk Maya, python, and game development pipelines
  • Author tools intentionally geared towards artistic minded end users
  • Classically trained animator and artist
  • Working experience in both keyframe and mocap production pipelines
  • Passionate about continuing education and trending technologies
Game Titles
  • Orcs Must Die!: Unchained (PC)
  • Doom 4 (Xbox 360, PS3, PC)
  • Rage (Xbox 360, PS3, PC)
  • Rage: The Scorchers DLC (Xbox 360, PS3, PC)
  • Rock University: Naked Bros. Band (Wii, PS2, PC)
  • Space Impact (Nokia N-Series 60 Mobile)
  • Call of Duty (Nokia N-Gage Mobile)
  • Mission Impossible: Operation Surma (XBox, PS2)
  • Terminator: Dawn of Fate (Xbox, PS2)
Commercial Broadcast
  • Sony Walkman, Japan (Summer '07)
  • Scion xD "Little Deviants" Campaign (Summer '07)
  • Arby's Action Sports Awards (Fall '06)
  • Planter's "Mr. Peanut 100th Year Anniversary (Summer '06)
Software
  • Autodesk Maya, 3ds Max, Motion Builder
  • Vicon IQ/Workstation
  • Adobe Photoshop, Illustrator, Premere, After Effects
  • PyCharm, Sublime Text, UltraEdit, Vim
  • JIRA, Handsoft, Perforce, Git, Subversion, CVS, Alien Brain, Source Safe
  • Microsoft Office Suite
OS
Windows NT/XP/7/10, Fedora, CentOS, Raspbian, BusyBox
Languages
Python, FBXSDK, PySide, PyQt, OpenMaya, MEL, MaxScript, JavaScript, LUA, Simkin, C Shell, BatchFile, Windows Script Host, HTML, CSS, SQL, Perl, PHP, Basic
Engines
Unreal 3, Unity 5, idTech 5, Granny, Microsoft XNA, Nintendo Nitro, various proprietary engines

Experience

Principal Technical Artist

May 2013 - May 2017

Robot Entertainment, Plano TX

shipped:
Orcs Must Die!: Unchained (PC)
  • Technical Art Lead over small team of tech-artists
  • Architecture, implementation, maintenance, and distribution of outsource friendly, studio-wide asset creation pipeline
  • Implementation of Test Driven Development on internal toolsets
  • Studio conversion from 3dsMax to Maya for animation authoring
  • 3ds Max pipeline overhaul to support application agnostic workflows
  • Creation of production tools using Python, FBXSDK, OpenMaya, PySide, PyMEL, MEL, MaxScript, and JavaScript
  • Liaison between programming and art for asset implementation
  • Responsible for animation trees, character cloth physics, and animation asset optimization using Unreal 3
  • Character and Facial Rigging in both 3dsMax and Maya
  • Model reviews, employee mentoring and education, recruiting
  • Cinematic facial animation assets and art pipeline
  • R&D/Prototyping in-game character generator in Unity 5

Technical Animator

Mar. 2009 - May 2013

id Software, Richardson TX

shipped:

Rage (Xbox 360, PS3, PC)

Rage: The Scorchers DLC (Xbox 360, PS3, PC)

uncredited :
Doom 4 (Xbox 360, PS3, PC)
  • Architecture and development of studio wide animation exportation pipeline in both Maya and Motion Builder
  • Collaboration with core technology group enhancing idTech animation features including namespaces, advanced compression, and blendshape support
  • Character, creature, facial, and weapon rigging
  • Motion capture animation editing
  • Production tools using Python, PyQt, PyMEL, and MEL script
  • Game implementation of assets using idTech5

Senior Animator

July 2007 - Nov. 2008

Barking Lizards Technologies, Richardson TX

shipped:
Rock University: The Naked Bros. Band (Wii, PS2, PC)
  • Animation Lead over four junior animators
  • Art lead on two internal prototypes
  • Management, scheduling, tasking, and education of animation department
  • Architecture and development of studio wide animation pipeline in Maya
  • Collaboration with core technology department to implement advanced animation compression
  • Character rigging, keyframe animation, motion capture editing
  • Production tools using MEL Scripting, BatchFile, WSH, and JavaScript
  • Game implementation of assets using proprietary engine

Game Development Faculty

July 2006 – July 2007

SMU Guildhall, Plano TX

  1. Art Lead on internal Microsoft XNA project
  2. Masters candidate thesis project guidance and review
  3. Mentoring students through career exploration project to narrow specialization
  4. Course coordination between Professors and Cohorts
  5. Lecture on various Art Creation topics including the following:
    1. Drawing fundamentals
    2. Creation processes using Photoshop, 3dsMax, Maya, Mudbox, Silo
    3. Polygon modeling (Low, High, Hard Edge, Organic, Environment, Character)
    4. Texturing, Unwrapping, Normal Mapping
    5. Asset optimization techniques
    6. Complete mocap capturing pipeline including studio setup

Technical Animator

Nov. 2003 - Sept. 2006

Method Solutions / TKO Software, Addison TX *

shipped:

Call of Duty (Nokia N-Gage)

Space Impact (Nokia Series 60)

unreleased:

Leisure Suit Larry (Nokia N-Gage)

Gun Forge (Nokia N-Gage)

Ms. Pac-man: Maze Madness 2 (PC, Xbox, PS2, Nintendo DS)

Heaven vs. Hell (PC, Next-Gen Console)

  • Transition Art Team from a 3dsMax house to a Maya house
  • Architecture and development of studio wide content creation pipeline in Maya
  • Implement art creation techniques allowing focus on maintaining quality under extremely short deadlines
  • Create flexible animation systems for sharing assets between diverse target platforms
  • Develop custom level editor entirely inside Maya for use by non-artists
  • Mentor small team of designers/artists on gameplay scripting using LUA
  • Train inexperienced artists on core concepts of game animation and asset implementation into various engines
  • Animation Lead over small team of animators
  • New employee interviewing and recruiting

Method Solutions formed upon TKO Software studio closure

Senior Animator

Sept. 2001 - Nov. 2003

Atari / Paradigm Entertainment, Irving TX

shipped:

Mission Impossible: Operation Surma (XBox, PS2)

Terminator: Dawn of Fate (Xbox, PS2)

  • Development of automated animation pipeline using Maya
  • Creation of an asset tracking/management database
  • Employee lectures on tools and techniques of animation
  • Testing and support of core technologies surrounding animation, cinematics, and compression
  • Batch scripting large quantities of animation assets
  • Animator motion critiques
  • New employee interviewing and recruiting
  • In-game character keyframe animation
  • Mocap shooting/editing
  • UV color and manipulation tools for level artists.

CG Artist: Level2

June 2000 - July 2001

Retro Studios, Austin TX

unreleased:
Raven Blade (Gamecube)
  • Mocap: Vicon camera setup, actor markering, data cleanup, Filmbox editing
  • Animation: Keyframe, Mocap, Trax blending mocap to keyframe, facial mocap R&D
  • Optimization: Rebuilding level geometry for UV sharing and texture optimization
  • MEL Tools: Created various animation, texturing and workflow automations

Education

RSAD

1996 - 2000

Ringling College of Art and Design, Sarasota FL

BFA in Computer Animation, Minor in Photography