
Jason Armstrong
Corte Madera, CA
415-717-9943
www.jparm2.wix.com/jason-armstrong
Objective:
To continually push the technical limits in creating cutting edge computer generated entertainment
Professional Experience:
April 2016-present - Pocket Gems, San Francisco, CA
Lead Technical Artist
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Oversee future develop and project planning for art depart
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Direct long term vision of technical workflows and pipeline
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Scheduling and day to day task assignments
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Write tools and scripts to increase artist efficiency
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April 2015-April 2016 - Telltale Games, San Rafael, CA
Director of Technical Art
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Supervise team of 9 technical artists
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Direct long term vision of technical workflows and pipeline
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Scheduling and day to day task assignments
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Write tools and scripts to increase artist efficiency
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Nov 2013-April 2015 - GREE International, San Francisco, CA
Lead Technical Artist for Mobile Strategy Studio
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Lead a team of 5 technical artists
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Implemented core game functionality and tools (Unity/C#)
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Created animation and FX API's to interface with engineering
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Authored and maintained shaders (Unity Shaderlab/CGFX)
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Maintained asset bundling and deployment process
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Created interactive game map editor (Unity C#)
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Developed and maintained art tools and pipeline
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Setup OSX Maya/Python environment
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Created rigging pipeline (Maya/Python)
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Developed perforce integration in Maya using P4python API
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Handled Perforce and Maya licensing and admin responsibilities
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Guided artists in efficient asset generation for real time mobile games
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Directed and managed tool pipeline development for 3d art department
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June 2012-Nov 2013 - Munkyfun, San Francisco, CA
Tools Engineer / Technical Artist
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Implemented core engine features (c++)
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Additive animation blending
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Animation time scaling
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Developed and maintained art tools across all art disciplines
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Created fully automated character rigging pipeline (Maya/Python)
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Created Mental Ray lightmap baking pipeline
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Authored and maintained shaders (Mental Ray, CGFX, and GLSL)
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Programmed game logic in both LUA(Proprietary) and C#(Unity)
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Core gameplay
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UI functionality
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Rigged and animated characters, cameras, and environment props
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Collaborated with artists and other engineers to identify and address technical limitations
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Identified and enforced art technical guidelines
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Mentored junior technical artists
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2008-2012 - 38 Studios, Providence, RI
Project Copernicus AAA MMO - Lead Technical Artist
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Built a team of 5 technical artists from the ground up to cover all disciplines
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Identified and scheduled technical art short and long term goals and requirements
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Conducted employee reviews and career development
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Built complete character rigging/animation pipeline in Maya/Python utilizing character retargeting
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Developed character behavior using Natural Motions Morpheme middleware
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Assisted development of environment modular building processes
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Developed and maintained art tools across all art disciplines
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Collaborated with artists and engineers to identify and address technical limitations
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Identified and enforced art technical guidelines
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2003-2008 - Tippett Studio, Berkeley, CA
The Spiderwick Chronicles - Lead Animator co-leading team of 30 animators
Charlotte's Web - Lead Animator leading team of 20 animators
The Santa Clause 3: The Escape Clause - Animator
Son of the Mask - Animator
Constantine - Animator
Hellboy - Animator
2001-2003 - Lucasarts Entertainment Co. , San Rafael, CA
Jedi Starfighter Cinematics - Lead Character TD (setup rigging/animation pipeline for cinematics)
Full Throttle 2 - Lead Character TD (setup rigging/animation pipeline for in game and cinematics)
2000-2001 - Tippett Studio, Berkeley, CA
Evolution - Character TD & Animator
1996-2000 - Metrolight Studios, Hollywood, CA
How the Grinch Stole Christmas - CG Supervisor
Red Planet - Animatics
Dragonheart : A New Beginning - CG Supervisor
Poseidon's Fury - Lead Character TD & Animator
Kull The Conqueror - TD & Character Animation
1993-1996 - Catwalk Digital, Charlotte, NC
Various local and occasional national commercial post production - Senior Animator (generalist)
Software
Maya, Unreal, Unity, Natural Motion Morpheme, 3ds Max, Git, Perforce, Photoshop, Z-brush
Programming Languages
Python, C++, C#, Lua, mel, Maya API, Some Objective C
Education
School of Communication Arts, Raleigh, NC - Certificate in Computer Animation
Awards
Nominated for Visual Effects Society award for "Outstanding animated character in a live action motion picture" for Templeton the rat in Charlotte's Web
References available upon request