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Technical Artist Resumé

   

MIC MARVIN

This email address is being protected from spambots. You need JavaScript enabled to view it. | (425)405-5073
www.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

 
  • Autodesk Maya
  • 3ds Max
  • MotionBuilder
  • Photoshop
  • Rigging & Skinning
  • Character Setup
  • Pipeline Maintenance
  • Tool Development
  • Houdini
  • 3D Modeling
  • Qt / PySide
  • Machine Learning
  • Python
  • MEL
  • MaxScript
  • Documentation Writing

EXPERIENCE

ProbablyMonsters Logo ProbablyMonsters, Bellevue, WA  

Aug 2024 – Nov 2024

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.


  • Created and maintained rigs for characters, creatures, and props with friendly controls.
  • Developed Python tools to streamline the animation pipeline and automate repetitive tasks.
  • Integrated assets seamlessly between Maya and Unreal Engine.
  • Skinned characters and props with high deformation quality and adherence to artistic direction.
  • Collaborated with animators, character artists, and technical teams to establish efficient workflows.
  • Provided guidance on best practices, technical solutions, and knowledge sharing across teams.
  • Refined workflows and practices to improve team efficiency and collaboration.
 
Studio Wildcard Logo Studio Wildcard, Kirkland, WA  

Aug 2022 – Feb 2024

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.


  • Rigged and skinned a variety of characters, dinosaurs, and props using Maya.
  • Exported assets to Unreal Engine 5, configuring physics simulations and control rigs.
  • Reviewed and provided feedback on rigged assets from outsourcing teams.
  • Built tools and scripts to optimize workflows and align with industry best practices.
  • Improved animation workflows and pipelines in partnership with the Technical Director.
  • Optimized assets for performance and visual fidelity.
  • Created detailed documentation to support team workflows.
  • Integrated Level of Detail (LOD) models and other gameplay assets using Simplygon.
 
Turn 10 Studios Logo Turn 10 Studios, Redmond, WA  

Jul 2020 – Dec 2021

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.


  • Added to and maintained Python-based animation tools, rigging, and mocap pipelines.
  • Worked with character artists to prepare, skin and export character assets for game engine.
  • Identified opportunities to improve workflows and increase efficiency.
  • Presented ideas, feedback, and created documentation relating to animation and rigging workflows.
 
Nintendo Logo Nintendo, Redmond, WA  

Nov 2019 – Jul 2020

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.


  • Responsible for creating and implementing character and object rigs to achieve innovative and high-quality gameplay experiences based on supporting art direction.
  • Collaborated with other artists to create animation-ready 3D models with optimal deformation setup and motion controls.
  • Worked actively with other disciplines such as design, engineering, and audio to attain a high level of quality for 3D animations and other art assets.
  • Consistently maintained optimized assets to run within technical constraints such as memory and frame rate limitations and sustain clean and organized assets and file structures.
  • Supported the growth of new and enhanced art development tools and techniques.
 
Microsoft Logo Microsoft, Redmond, WA  

Nov 2017 – Nov 2018

Technical Artist

I maintained and optimized existing art pipeline while diagnosing then resolving problems encountered by artist and producers on a daily basis.


  • Reduced overhead 30% by restructuring ingestion pipeline and removing redundancy. This new workflow resulted in a more efficient process with net gains across multiple departments
  • Worked with character artists to prepare, skin and export character assets for game engine.
  • Developed artist friendly tool written in Python. Worked closely with artist to fully understand what their need was and how I could help them solve their problem. The resulting tool greatly reduced the artist workload and saved them time.
 
Warner Bros. Games Logo Warner Bros. Games, Kirkland, WA  

Jan 2009 – Oct 2012

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.


  • Integrated 60% of all art assets into the game engine while consistently adhering to strict guidelines, staying on schedule and below budget with respect to hardware limitations.
  • Saved countless hours of artist time with improvements to the animation rigs and artist pipeline or workflows. Introducing features such as auto-rigging and test levels for rapid prototyping.

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.