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Jason Armstrong

Corte Madera, CA

415-717-9943

jparm2@gmail.com

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

    • Oversee future develop and project planning for art depart

    • Direct long term vision of technical workflows and pipeline

    • Scheduling and day to day task assignments

    • Write tools and scripts to increase artist efficiency

 

April 2015-April 2016 - Telltale Games, San Rafael, CA

Director of Technical Art

    • Supervise team of 9 technical artists

    • Direct long term vision of technical workflows and pipeline

    • Scheduling and day to day task assignments

    • Write tools and scripts to increase artist efficiency

 

Nov 2013-April 2015 - GREE International, San Francisco, CA

Lead Technical Artist for Mobile Strategy Studio

    • Lead a team of 5 technical artists

    • Implemented core game functionality and tools (Unity/C#)

      • Created animation and FX API's to interface with engineering

      • Authored and maintained shaders (Unity Shaderlab/CGFX)

      • Maintained asset bundling and deployment process

      • Created interactive game map editor (Unity C#)

    • Developed and maintained art tools and pipeline

      • Setup OSX Maya/Python environment

      • Created rigging pipeline (Maya/Python)

      • Developed perforce integration in Maya using P4python API

    • Handled Perforce and Maya licensing and admin responsibilities

    • Guided artists in efficient asset generation for real time mobile games

    • Directed and managed tool pipeline development for 3d art department

 

June 2012-Nov 2013 - Munkyfun, San Francisco, CA

Tools Engineer / Technical Artist

    • Implemented core engine features (c++)

      • Additive animation blending

      • Animation time scaling

    • Developed and maintained art tools across all art disciplines

      • Created fully automated character rigging pipeline (Maya/Python)

      • Created Mental Ray lightmap baking pipeline

    • Authored and maintained shaders (Mental Ray, CGFX, and GLSL)

    • Programmed game logic in both LUA(Proprietary) and C#(Unity)

      • Core gameplay

      • UI functionality

    • Rigged and animated characters, cameras, and environment props

    • Collaborated with artists and other engineers to identify and address technical limitations

    • Identified and enforced art technical guidelines

    • Mentored junior technical artists

 

 

 

 

 

 

2008-2012 - 38 Studios, Providence, RI

Project Copernicus AAA MMO - Lead Technical Artist

    • Built a team of 5 technical artists from the ground up to cover all disciplines

    • Identified and scheduled technical art short and long term goals and requirements

    • Conducted employee reviews and career development

    • Built complete character rigging/animation pipeline in Maya/Python utilizing character retargeting

    • Developed character behavior using Natural Motions Morpheme middleware

    • Assisted development of environment modular building processes

    • Developed and maintained art tools across all art disciplines

    • Collaborated with artists and engineers to identify and address technical limitations

    • Identified and enforced art technical guidelines

 

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

 

 

 

 

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