MIC MARVINThis email address is being protected from spambots. You need JavaScript enabled to view it. | (425)405-5073www.micmarvin.com | www.linkedin.com/in/micmarvin/ |
SUMMARY
- Experienced and professional Technical Artist who is proficient in object and character rigging with Autodesk Maya and 3ds Max. Over the last 12 years, I have created and implemented optimized rigs and art development tools, reducing the time taken per task by artist an average of 50%.
- Creative problem solver able to quickly identify workflow issues and inefficiencies. Through innovation I applied a balanced solution to remove redundancy resulting in an optimized art pipeline with a 30% decrease in production cost.
- A multidisciplinary bridge between art, design and engineering. With a comprehensive understanding of animation, modeling and scripting combined with excellent communication skills, I successfully collaborated across disciplines to implement quality 3D assets and artist friendly tools on multiple projects.
- Knowledgeable 3D Generalist quick to learn new skills. Throughout my diverse career I have worn many different hats culminating in broad areas of expertise. From digital content creation tools such as Autodesk Maya, 3ds Max, Photoshop and Substance Designer, to the latest production techniques in modeling, texturing, skinning and animation, I have the proficiency to work alongside artist and get the job done.
SKILLS
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EXPERIENCE
Turn 10 Studios, Redmond, WA |
Jul 2020 – Present |
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Senior Technical Animator | ||
I worked as part of the character team responsible for bringing the Drivers, Crew, and Crowd to life on Forza Motorsport. Working closely with the Cinematics and Tech Art teams, I supported Animators and Cinematics artists with tools, rigging, and implementing content into the engine.
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Nintendo, Redmond, WA |
Nov 2019 – Jul 2020 |
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Technical Artist | ||
While at Nintendo I pioneered the role of Technical Artist, a position that had not existed before my appointment. This entailed working closely with various disciplines both locally and those in Japan.
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Microsoft, Redmond, WA |
Nov 2017 – Nov 2018 |
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Technical Artist | ||
I maintained and optimized existing art pipeline while diagnosing then resolving problems encountered by artist and producers on many different platforms including Unity.
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Warner Bros. Games, Kirkland, WA |
Jan 2009 – Oct 2012 |
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Technical Artist | ||
Responsible for character setup which included rigging and skinning of player characters, enemies and non-player characters. My role also entailed cooperation with artist, designers and engineers to troubleshoot tools and various other workflow improvements.
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EDUCATION
Bachelor of Arts in Visual-Effects and Animation Academy of Art University, San Francisco, CA Coursework in 3D Modeling, Animation, Character Rigging and Skinning along with traditional fine-arts. |