Welcome to darrenrudy.com
I'm a Senior Technical Artist/Senior Rigger employed in the Vancouver 
lower mainland. My work experience is listed below. Some of my work 
can be viewed on my demo page.

Linkedin: http://ca.linkedin.com/pub/darren-rudy/29/2b6/18a (Most up to date)
 
     


PROFILE:
    Senior Technical Artist / Senior Character  Rigger
SOFTWARE SKILLS:
Digital Content Creation
Production
Languages
Familiar IDE’s
Autodesk Maya
P4V
Python:
Visual Studio
Autodesk Motionbuilder
Hansoft
     PyMEL
WingIDE
Adobe Creative Suites
Devtrack
     PyQT
Notepad++
 
Word/Excel etc
MEL
 
WORK EXPERIENCE:
    Electronic  Arts Canada (May 2005 – Present)
        Senior  Character Rigger
            UFC XboxOne/PS4
                build and maintain UFC rigging team (hire, train, and 
                delegate riggers), integrate and maintain scope in hansoft 
                (avalanche), implement and lead rigging workflows for UFC 
                and EA sports label, key developer for non-uniform scaling 
                pipeline for UFC and EA sports label, lead integration 
                of non-uniform scaling pipeline into UFC, work with UFC 
                Art Director and CG Supervisor to meet requirements for the 
                UFC rigging domain and EA sports label.
 
            Gen 4 transition planning
                lead development for runtime non-uniform skeleton tool from 
                DCC to game, develop and execute new CG Supervisor transition 
                plan, consult with key stakeholders of new gen4 technology 
                for EA sports label, support  and consult gen 4 sports label 
                new facial rigging initiative.
        Character Rigger (Point of Contact)
            Fight  Night Champion 360/PS3
                develop muscle rigging/muscle jiggle from Maya to game 
                pipeline, rigging scope planning, rigging estimates, support 
                game skeletons, character/prop weighting, setup Motionbuilder 
                rigs, support game skeleton, debug and support rigging domain 
                dependencies.
            Grand  Slam Tennis 360/PS3
                support development of runtime re-targeting skeleton for 
                unique proportions, rigging  scope planning, rigging estimates, 
                support game skeletons, character/prop  weighting, setup 
                Motionbuilder rigs, support game skeleton, debug and support 
                rigging domain dependencies.
            Grand Slam Tennis Wii
                scope planning, rigging estimates and support, optimize 
                skeleton for Wii, character/prop weighting, setup Motionbuilder 
                rigs, support game skeleton, debug and support rigging domain 
                dependencies.
            NHL 08 360/PS3
                scope  planning support, rigging estimates and support, build 
                game skeleton, character/prop weighting, help develop 
                corrective rigging methodologies, setup Motionbuilder  rigs, 
                support game skeletons, debug and support rigging domain 
                dependencies.
        Character Rigger 
            Fight  Night 4 360/PS3
                develop impulse driven face/body jiggle for punch reactions, 
                develop muscle rigging/muscle workflow, scope planning, rigging
                estimates and support, support
                game skeletons, character/prop weighting, setup Motionbuilder 
                rigs, support game skeleton, debug and support rigging domain 
                dependencies.
                        
            Facebreaker  360 / PS3
                supporting developer for muscle rigging/muscle jiggle and cloth 
                rigging, scope planning support, rigging estimates and support, 
                build game skeleton, character/prop weighting, setup 
                Motionbuilder rigs, support game skeleton, debug and support 
                rigging domain dependencies.
            FIFA 06, NBA 06, NHL 07, March Madness 07, Fight  Night 3
                build  game skeletons, character/prop weighting, help develop 
                corrective rigging methodologies,  setup Motionbuilder rigs, 
                support game skeletons, debug and support rigging domain 
                dependencies.
    Bardel  Entertainment 
        Lead Character TD (September 2004 –  April 2005) 
            “Dragons: Metal Ages” DVD movie
                build control rigs, support lead animator with rigging requests, 
                trouble shoot software issues, trouble shoot rigging domain 
                issues, cloth simulation pipeline construction and maintenance.
        Character Animator (Feb. 2004 – July  2004) 
            “Dragons: Fire and Ice” DVD movie 
                shot by shot animation production.
    Think  Tank Training Center (Feb. 2006 – Present)
        Autodesk Maya Instructor, 200 level
            instruct 3 semesters annually, schedule consists of a 2.5 hour class 
            every week, build  and maintain a curriculum to meet student and 
            studio’s hiring needs.

EDUCATION:
    Ai – Center for Digital Imaging & Sound  (Ai-CDIS) Burnaby, BC (2001-2003)
        Digital Animation Masters Program (DAMP)
 
 
 
   
   

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