Eric Pierce | Technical Animator
Encino, CA
Skills / Software
Programming: MEL, Python, Maya API, Objective C, Java, C#, C, C++, Unix Shell Scripting |
Graphics: Maya, 3D Studio Max, MotionBuilder, Endorphin, Photoshop, Illustrator, Premiere, After Effects, Final Cut Pro, Flash, Web Design |
Other: Perforce, COD tools/IW engine, Microsoft Excel |
Experience
Infinity Ward, Encino, CA ( 12/04 – Present ) Maya 6 – 7, proprietary tools |
- Lead Technical Animator: “MW3″- Lead Technical Animator: “Modern Warfare 2″- Lead Technical Animator: “Call of Duty 4: Modern Warfare”- Technical Animator: “Call of Duty 2″ |
| - Lead and manage other technical animators/riggers. - Design and build proprietary tools for implementing and editing motion capture. - Create various asset managing tools, often using API programming and scripting for large scale batch processes. - Design and procedurally create and animate large dynamically moving objects in scenes, either scripted and/or simulated and tied into scripting. - Create innovative and optimized deformation systems for characters and objects. - Communicate with animators, level designers, and programmers pertaining to animation. - Keep every aspect of Maya and its exporters updated or improved upon, and keep all tools and systems on the modeling and animation side organized, working, and up to date. New tools are also constantly being added to improve artists, animators, and Maya’s workflow. |
| Treyarch, Santa Monica, CA (10/07 – 3/08) Contracted part to full-time |
- Call Of Duty: World at War- 007: Quantum of Solace |
| - Fair amount of different convert scripts and tools to convert from MotionBuilder to Maya, and on the other game, Maya to MotionBuilder. - Large batch edits of animation files to have certain body poses changed to a new pose, keyed, re-exported, and saved throughout each animation. - Rebuilding the main Bond rig on 007, including hooking up the IW mocap editing system and tools to the rig. Also helped hook up their facial mocap solution. - Helped with instruction of how the IW game pipeline and tools worked, such as exporters and converters. - Helped resolve a fair amount of problems with certain setups of files, tools, or the process used to get a certain task done. |
| Bill Wray/Cartoon Network, San Francisco CA: ( 06/02 – 09/02 ) Maya 4.5 Rigging/Animation/Modeling for Bill Wray |
| - Created a 3d character and rig for artist Bill Wray, well known for his paintings on Ren & Stimpy and also MAD Magazine. - Created a high resolution 3D model of a character as well as UV’s and textures. - Rigged the character and took a few render shots. - Created a small turn around animation to music and a full render of the character. - Used in part for a pitch to the Cartoon Network. |
| WildBrain / Channel13, San Francisco, CA ( 05/00 – 06/01 ) 3D Max – Char. Studio – Flash TD – Modeling/Animation/Flash for “Swingtown” |
| - 3D modeling and animation of cars and other objects - Created systems to merge 3D Models with hand drawn characters and animation - Upkeep on computers and software - Created systems to organize all of the assets - Responsible for creating pipeline and problem solving on all technical challenges with merging 2D and 3D and getting into Flash for export |
Education
Gnomon School of VFX, Hollywood, CA ( Fall semester 2007 )Python for Maya |
| CGWorkshops online course ( Spring semester 2007 ) Advanced Character Rigging in Maya |
| UCLA, Los Angeles, CA ( 2005-present ) Certificate in C/Unix Certificate in App programming/C# Concentration |
| Academy of Art University, San Francisco, CA ( 2000-2004 ) B.A. in Computer Animation |
| Wentworth Institute of Technology, Boston MA ( 1997-2000 ) A.A.S. Applied Science and Technology Major: Industrial Design. Minor: Computer Science & Multimedia |
| Massasiot Comm. College, Canton MA ( 1995-1997 ) A.A. in Graphic Design ( completed at W.I.T. ) |