Geoff Clark
Animator/Rigger
geoffclarkanimation (at) gmail.com
Campbell, CA 95008
(408) 355-5366
My Objective
To bring value and growth as an animator and rigger to a next-generation developer committed to making high-quality products.
Qualifications
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8 years working in the game industry
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Experienced, passionate character animator
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Strong character animation in Maya and 3D Studio Max
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Proven character rigging and weighting skills
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Enjoys technical problem solving
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Works well under tight deadlines
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Excels in MEL and MAXscript scripting for animation tools
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Proficient in writing Python scripts
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Very experienced in cinematics production, lighting, and special effects
Employment History
Blue Shift Games, Inc., Mountain View, CA





6.05 – 4.08
Animator/Rigger
NBA Ballers: Chosen One (PS3, XB360); Untitled Sports game (PS3); MLB SlugFest 2006 (PS2, Xbox)
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Acting as the sole animator, wrote lists and flowcharts of animation sequences.
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Created control rigs for in-game player models.
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Animated dozens of athletic movements.
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Authored MEL scripts for animation conversion.
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Contributed concept drawings for game character models.
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Responsible for adding over 100 new motion capture animation sequences to the game.
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Assisted with the motion capture sessions and cleaned up some of the motions in 
Motionbuilder.
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Wrote animation scripts to define the timing, duration, compression, and blending of the new sequences.
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As the games neared completion, fixed bugs in the animation.
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Assisted engineers with CgFx shader draw-time speed testing and finding graphical glitches.
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Created spreadsheets of rendering speeds for all of the different game shaders.
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Charted improvements in shader rendering speed over the development of the title.
Emdigo, Inc., Campbell, CA








4.05 – 6.05
Animator/Technical Director
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As the only animator, was solely responsible for producing character skeleton rigs in Maya for mobile applications.
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Due to the constantly changing specifications, I wrote Wiki pages for the training of offsite artists.
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As the need arose, I developed MEL scripts to solve technical animation problems.
Inhance Digital Corp., San Jose, CA






12.03 – 1.05
Animator
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As a contract animator, I produced video sequences for defense contractor clients.
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Using 3D Studio Max, I animated military vehicles, pilots and soldiers.
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With After Effects, scene layers were composited to create highly realistic, technically accurate scenarios.
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In addition to animating, I managed an offsite contract animator.
The 3DO Company, Inc., Redwood City, CA





9.98 – 5.03
Animation Lead
“Godai: Elemental Force” (PS2)
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Managed a team of two animators.
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Rigged the central character and several enemy models.
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Fixed bugs in game animation.
Animation Lead
“Army Men: Green Rogue” (PS2)
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Lead a small team of animators.
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Performed all of the rigging for the title.
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Animated many of the enemy soldiers’ attacks, running, and death sequences.
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With the help of the lead engineer, solved technical problems such as morphing and real-time shadowing on the PS2.
Animator
“Army Men: Air Tactics” (PC)
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For this 2-D sprite-based helicopter combat game, I assisted my lead artist in getting the helicopter sprites animated, batch processed, and exported.
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I also created several new models of enemies.
Animator
“Army Men: World War” (PC)
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Key responsibility on this title was animating the majority of the opening and closing cinematics.
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Created new animated sprite assets such as weapons and vehicles.
Animator
“Army Men: Toys in Space” (PC)
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In this sequel, I was responsible for modeling, rigging, and animating a set of new enemy characters.
Animator
“Army Men II” (PC)
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In this 2-D sprite-based combat game, I rigged all of the new character models.
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Rendered particle effects, such as gunfire, explosions, etc.
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Authored a MaxScript tool for automating rendering.
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Batch-processed the images using proprietary tools and DeBabelizer.
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Created image sequence libraries for export into the game engine.
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Directed several cinematic cutscene movies.
V-Star, Inc., Santa Barbara, CA







3.98 – 9.98
Animator/Character Artist
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Primary duties were to create 3D cartoon characters for rendering into the Flash format.
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Modeled, textured, rigged, and rendered characters into movies.
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Assisted with motion capture sessions.
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Using 3D Studio Max and Flash, created character lipsynch test movies.
Genentech, Inc., San Francisco, CA






11.96 – 8.97
Technical Support Representative
Apple Computer, Cupertino, CA







4.95 – 4.96
Technical Support Representative
Education
Cogswell Polytechnical College, Sunnyvale, CA



B.A. - Computer and Video Imaging





Graduated 1997