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 Technical Artist proficient in prop and character rigging using Autodesk Maya and 3ds Max, with over 12 years of experience. Developed optimized rigs and tools to significantly enhance artist workflows and productivity.
- Creative Problem Solver skilled at identifying and addressing workflow inefficiencies. Designed innovative solutions to streamline pipelines, reducing redundancy and improving production processes.
- Multidisciplinary Collaborator working as a bridge between art, design, and engineering with a comprehensive understanding of animation, modeling, and scripting. Leveraging strong communication skills, successfully collaborated across disciplines to deliver high-quality 3D assets and artist-friendly tools.
- Versatile 3D Generalist adaptable and quick to learn new skills, with expertise in digital content creation tools like Autodesk Maya, 3ds Max, Houdini and Substance Designer. Proficient in modern production techniques, including modeling, texturing, skinning, and animation, with a proven ability to deliver results.
SKILLS
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EXPERIENCE
ProbablyMonsters, Bellevue, WA |
Aug 2024 – Nov 2024 |
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Senior Advanced Technical Animator | |||
As a Senior Technical Animator, I collaborated with multidisciplinary teams to develop technical animation and rigging solutions for a highly stylized new IP in its early stages of development. My work emphasized creating animator-friendly rigs and tools, optimizing workflows, and fostering collaboration between animation, art, and technical departments to achieve exceptional results.
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Studio Wildcard, Kirkland, WA |
Aug 2022 – Feb 2024 |
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Senior Technical Artist | |||
In my role as a Senior Technical Artist at Studio Wildcard, I was responsible for rigging and skinning bipedal characters, quadruped dinosaurs, and various props in Autodesk Maya. I developed tools to streamline production processes and collaborated with cross-functional teams to implement features and solve technical challenges. My work focused on optimizing assets for performance and visual fidelity in Unreal Engine 5.
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Turn 10 Studios, Redmond, WA |
Jul 2020 – Dec 2021 |
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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 a daily basis.
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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. |