Jeremy Dale
3D Artist / Animator
Cell: 571-451-9796
email: Jeremy@valleydweller.com
http://www.valleydweller.com
Experience:
enVie Interactive
Sunnyvale, CA, United States :: Feb 2010 - Jan 2012
VIE the
game (Sr Artist)
Senior artist responsible for worldbuilding, VFX, and lighting, as well as
assisting with character art and animation tasks and integration as needed.
Assisted with Mocap planning and direction. Frequent collaboration with
engineering and design on features and implementation.
EA Mythic
Fairfax, Virginia, United States :: Nov 2003 - Jan 2010
WARHAMMER ONLINE: AGE OF RECKONING(Lead Animator)
Managed a team of 5 internal and 3 outsourced animators for the production and launch of Warhammer Online. Established pipeline and designed toolsets that allowed the team to quickly modify/export/and verify their work in game with a minimum of user error. Established look and feel and directed the combat, locomotion, and emotes of all avatars, NPCs and Monsters in the game.
Worked closely with engineers and tech artists to improve capabilities while authoring and in-game. Worked closely with character artists to try to ensure as much modularity and re-use possiblity and in-game instancing of motions, reducing animation memory overhead. Had a good relationship with third party technology provider, Mystic GD, and mutually improved EmotionFX (our animation engine) toolset and functionality including animation tagging and workflow enhancements. Worked closely with design/content to provide assets and documentation to enable them to more easily bring life to the world by triggering context-appropriate animations. Created easy-to-approve compiled videos documenting the extent of character animation sets for Games Workshop to evaluate. Worked closely with Audio department to find the right balance between canned and realtime sound triggers, and worked together to enhance the auditory soundscape.
WARHAMMER ONLINE: Land of the Dead(Senior Animator)
Post-launch, requested to rotate out to continue pipeline and
technology improvements, completing a number of monster and boss encounters for
the Land of the Dead expansion. During this time, also created pre-production
assets, assisting in dungeon layout planning, boss encounter logic, and
cinematic storyboards. Also created FX and props for animation in order to
reduce load on other teams.
Lodestone Games
Charlottesville, Virginia, United States :: May 2003-November 2003
Soul Forge: Created all keyframe animation for SoulForge, a fantasy MMO for the
PC. Also conceptualized, modeleded, textured, and rigged characters and props.
Collaborated with programmers and designers to create systems for character
animation within the game. Also supervised export and troubleshooting of all
character assets.
Infogrames/Atari/Circus Freak
San Jose, California, United States :: Sep 1999 - Nov 2002
SUPERMAN:
THE MAN OF STEELXbox (3D Artist / Animator):
Concept, Modeling, and animation of AI characters and vehicles as well as
Multi-pass texture and effects. Other responsibilities included working with
design and code to further enhance the animation tools and to balance gameplay.
LOONEY TUNES RACING PSX (3D Artist / Animator):
Responsible for concept, construction, lighting, and texture implementation of
tracks and battle arenas for Looney Tunes Racing on the original PlayStation.
Atari Games / Midway
Milpitas, California, United States :: Apr 1998 - Sep 1999
GREY DAWN coin-op (3D Artist / Animator):
Responsible for all Enemy character animation, supervision of Hero motion capture,. Team Ray:
RUSH 2049 coin-op (3D Artist / Animator):
Responsible for populating tracks, designing and creating
Shortcuts, general set-dressing, and effects. Notable achievements: Established
a pipeline for using vertex color lighting instead of the original plan of
baking lightmaps, freeing up a considerable amount of texture memory.
The Neverhood
Mission Viejo, California, United States :: May 1996 - Jul 1996
THE
NEVERHOOD CHRONICLES PC (Tech Artist)
Contractor responsible for creating custom palettes and compiling into
optimized Flics in Autodesk Animator Studio for this stop-motion PC title.
Other responsibilities included game testing and website creation and
maintenance. Notable: Kept the game looking smooth instead of grainy, being
true to the clay medium, by demonstrating that it looked better without
dithering in the videos.
Education:
Sam Houston State University
Huntsville, Texas, United States
BFA
Aug 1992 - May 1996
Skills & Qualifications:
· Animation
o Level: Expert
o Last Used: < 1 year ago
o Years of Experience: 6-10 years
· technical art
o Level: Advanced
o Last Used: < 1 year ago
o Years of Experience: > 10 years
· Effects
o Level: Intermediate
o Last Used: < 1 year ago
o Years of Experience: 6-10 years
Additional Training:
· Richard Williams Animation Masterclass 1997 San Francisco
· Pixar Artist Masterclass on Story and Animation 2010 Vancouver