Geoff Clark
Animator/Rigger
geoffclarkanimation (at) gmail.com
Campbell, CA  95008
(408) 355-5366
http://www.geoffclarkanimation.com/


My Objective
To bring value and growth as an animator and rigger to a next-generation developer committed to making high-quality products.

Qualifications
8 years working in the game industry
Experienced, passionate character animator
Strong character animation in Maya and 3D Studio Max
Proven character rigging and weighting skills
Enjoys technical problem solving
Works well under tight deadlines
Excels in MEL and MAXscript scripting for animation tools
Proficient in writing Python scripts
Very experienced in cinematics production, lighting, and special effects

Employment History

Blue Shift Games, Inc.,   Mountain View, CA6.05 – 4.08

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


Emdigo, Inc., Campbell, CA4.05 – 6.05

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


Inhance Digital Corp.,  San Jose, CA12.03 – 1.05

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


The 3DO Company, Inc.,  Redwood City, CA9.98 – 5.03

Animation Lead“Godai: Elemental Force” (PS2)
Managed a team of two animators. 
Rigged the central character and several enemy models.
Fixed bugs in game animation.  


Animation Lead“Army Men: Green Rogue” (PS2)
Lead a small team of animators. 
Performed all of the rigging for the title.
Animated many of the enemy soldiers’ attacks, running, and death sequences.  
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)
For this 2-D sprite-based helicopter combat game, I assisted my lead artist in getting the                  helicopter sprites animated, batch processed, and exported.
I also created several new models of enemies.


Animator“Army Men: World War” (PC)
Key responsibility on this title was animating the majority of the opening and closing                         cinematics.
Created new animated sprite assets such as weapons and vehicles. 


Animator“Army Men: Toys in Space” (PC)
In this sequel, I was responsible for modeling, rigging, and animating a set of new enemy                   characters.   

Animator“Army Men II” (PC)
In this 2-D sprite-based combat game, I rigged all of the new character models.
Rendered particle effects, such as gunfire, explosions, etc.
Authored a MaxScript tool for automating rendering. 
Batch-processed the images using proprietary tools and DeBabelizer. 
Created image sequence libraries for export into the game engine. 
Directed several cinematic cutscene movies.

V-Star, Inc.,  Santa Barbara, CA3.98 – 9.98

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


Genentech, Inc.,  San Francisco, CA11.96 – 8.97
Technical Support Representative

Apple Computer,   Cupertino, CA4.95 – 4.96
Technical Support Representative

Education
Cogswell Polytechnical College, Sunnyvale, CA
B.A. - Computer and Video Imaging     Graduated 1997
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