

Hello
My name is Chad and I’m a Technical Artist / Technical Animator who works in Games and Film. I’ve been working professionally since 2020. I’m currently located in the San Francisco Bay Area and I’m currently looking for someone who could benefit from my talent and experience in my field. I’ve worked on several AAA titles such as Fortnite and New World, as well as several other projects that didn’t make it to the audience.
My Story
I got my start working for Monkey Chow Productions that produces short films, called Chosen Witness, and I Wanna Be An Eagle. My duties included rigging and skinning characters for animation. Blendshape creation. And simulating dynamic hair and cloth physics.
From there I moved on to High Voltage Software where I worked on Fortnite Skins for Characters, Pickaxes and Backpacks. My duties included rigging, skinning, and dynamic set ups in Unreal Engine 4 & 5 using Animation Blueprints, Rigid Body AnimDynamics, AnimDynamics, Control Rig, and Cloth. At High Voltage I started making personal tools using Python.
I was then recruited by Lost Boys Interactive to support several pitch projects using Unreal Engine 4 & 5. For a “WWII Remake Project” I was tasked with facial rigging using the Metahuman system which included some python scripting in order to finish many heads in a relatively short amount of time. Unfortunately the project wasn’t picked up and I was moved to another team to work with gearbox on a sequel game in the Borderland’s Universe. My main duties were rigging and skinning characters but it was short lived. I was then moved onto an Adams Family project and a Warhammer 40k project to do the same thing. The last project I was a part of was Amazon’s New World. I was tasked with skinning player skins and setting up Cloth Dynamics in Lumberyard for the new Archetype system as well as rigging and skinning a new werewolf creature using the internal rigging system that is Python based. I was also tasked with making an Auto Export Tool using Python for this specific project during this time.
I was brought onto Striking Distance Studios to help alleviate the work load of the relatively small TechArt / TechAnim dept. I was in charge of rigging and skinning weapons, characters, and enemies for a Team Based, PvE, Mad Max style, mission game similar to Helldivers II. The last task I had was to Research Mutable in Unreal Engine 5.5 and Document its potential use for the game as a modular weapon and character tool.