Ken
Proudfoot
Technical Art / Animation / Rigging / UI
Santa Clara, CA 95050
408.835.0788
My Portfolio:
http://portfolio.kenproudfoot.com
References:
http://www.linkedin.com/in/kenproudfoot
Highlights:
·
15+
years in Video Game Development.
·
17+
shipped titles (N64, PS1, PSP, XBOX,
Wii, iOS [iPhone and iPad], Facebook).
·
BFA
/ MFA Film (CG Animation) degrees from CalArts.
·
AA
Graphic Design degree.
·
Maya,
Max, MEL scripting, JavaScript, PHP, CSS, HTML, CS (Adobe), Unity3d fluent.
·
Extensive
rigging and animating experience. Responsible for rigging vehicles/characters
on numerous high profile licensed titles from Pixar, Disney, and THQ.
·
Management
and Team ‘Lead’ experience (Responsible for 2 to 20 artists/designers.).
·
Experience
building/designing/evaluating engine/editor development tools as well as artist
DCC workflow tools.
·
Experience implementing 3rd party
interchange file
formats (Collada, FBX, VRML, etc.).
·
Experience
with Facebook Canvas and Apple iOS Provisioning and set up.
Employment:
- Technical Art Director June 2011-present
RealifePlus, Inc:
Responsible for managing art team, art
pipeline support. UI flow (UIX) design as well as UI Art. Created Maya
tools for exporting clothing items into Unity3d engine. Perform various
web/IT related functions. Responsible for Apple iOS device provisioning and
Facebook app integration.
- Technical Art Director/
Artist / Co-founder Dec. 2008-May 2010
Portable Zoo, Inc:
Defined art tools and processes.
Created art workflow tools for Maya artists. Llead
small team of artists and designers. Worked on level design, sound design
and implementation. Created a full ‘track’ system which allowed users to
create their own racetracks on iOS.
- Lead Technical Artist Feb. 2009-July 2011
Hooked Wireless, Inc:
Designed the art-side of proprietary
editor for creating 3D worlds and UI on mobile devices (used by Google
and Audi). Created/implemented art and UI. Worked with clients to define
product solutions. Provided remote training/demos for clients.
- Principal Technical Artist June 2004-Nov. 2008
Locomotive Games, Inc:
Lead technical art team as part of
‘Advanced Technology Group.’ Co-designed proprietary editor/exporter
system to replace RenderWare- used on multiple shipped titles. Designed
and created animation system and rigs for a FPS (Red Faction for Wii).
Created object placement tool (Maya) for Destroy All Humans. Did all
rigging and character development for Pixar’s Cars and Ratatouille for
PSP.
- Senior 3D Animator 1998-2004
Pacific Coast Power & Light, Inc:
Modeled/Textured characters and
environments. Lead animator/rigger on MX (motocross stunt racing) and
Power Rangers titles. Art Lead on MX Superfly franchise.
- 2D Artist Mar. 1996-Oct. 1996
PIXAR, Inc:
Responsible for UI, Localization, and various artwork
on 2D versions of popular kids titles (Toy Story).
- Graphic Artist Feb. 1995-Feb. 1996
Growing Up In Santa Cruz:
Created magazine covers (monthly) and
overall article/ad layouts for various client ads.
- Graphic Artist 1993-1994
Ryan Ranch Printers:
Responsible for all layout and artwork
designs. Worked on brochures, menus, etc. Pre-press preparation.
Education:
·
M.F.A.
degree: Film/Video- Major: CG Experimental Animation Calif. Inst. Of the Arts
- 1998
·
B.F.A.
degree: Film/Video-
(Experimental
Animation Dept.) Calif. Inst.
Of the Arts - 1996
Games
Experience:
·
Personal Shopper™ (iPad/Web)
·
Companion Style Studio™ (Web/Facebook) [currently in pre-beta]
·
Bubble
Bubbles™ (iPhone)
·
Boomerang AR™ (iPhone)
·
Tripletters™ (iPhone)
·
Karuki
Rescue!™ (iPhone)
·
Letter Bug™ (iPhone)
·
Red FactionTM
B.E.A.S.T. cancelled 10/08
(Wii
)
·
Destroy All
Humans: Big Willy Unleashed© (Wii)
·
PIXAR's
Ratatouille© (PSP)
·
PIXAR's Cars© (PSP)
·
Power
Rangers: Dino Thunder!© (PlayStation
2/GameCube)
·
MX Superfly© PS2 (PlayStation 2/XBOX/GameCube)
·
MX 2002© PS2 (PlayStation 2/XBOX)
·
WWE Crush
Hour© PS2 (PlayStation 2)
·
JetMoto3©
(PlayStation One)
·
Nuclear
Strike© (Nintendo 64)
·
Road Rash©
(Nintendo 64)
·
PIXAR’s Toy Story
Animated Storybook© (PC)
·
PIXAR’s Toy Story Activity Center© (PC)
Skills:
Tech:
Assisted engineers in creating proprietary engine, editor, and exporter
for multiple studios. Experience designing and maintaining an
art pipeline for multiple target platforms. Created
various Maya tools via MEL scripting language. Experienced in (and enjoy)
pre-production Art Tech R&D. Recently created and maintained a central
repository of Rules and Process for the studio artists. Trained
artists on current and emerging technologies and techniques where applicable to
the platform and tools. Studio contract manager for Autodesk
(responsible for communicating with Autodesk on all Maya bugs and software
issues).
Art:
2D Shell and UI design/flow/implementation, 2D and 3D animation,
character rigging, character & environment modeling, and texturing. Animation tree/system FSM design and character rigging for games
from racing, to platform, to shooters; in resolutions from FMV to handheld to
high res consoles. Worked with license holders
throughout the art approval process on multiple titles including PIXAR, Disney,
Google, and Audi.
Programming/Scripting:
Maya MEL scripting (various production scripts, as well as some available
on creativecrash.com), HTML/JavaScript, WDL, UnityScript, PHP. I have
experience setting up mail, ftp and HTML servers, as well as wiki, forum, and
blog-type network based applications. Extensive web design/ development
experience, have set up MySQL and PHP dynamically driven styles.
Management:
Team leadership. Lead Tech Artist for Advanced Technology Group (Art
pipeline, art process/specs documentation, efficiency design, tech development,
artist training). Asset management, Asset scheduling, creation of initial art
asset lists from design docs. Lead artist on multiple shipped, licensed titles
(managed approximately 8-15 artists). Worked closely with
Production, Design, and Engineering teams to facilitate new tools to streamline
the overall development pipeline.
Software/Hardware:
Maya, Photoshop, Unity3D, 3DSMax, Dreamweaver, Flash, Illustrator, MS
Project, various proprietary apps, Quake-based (BSP) level editors, Unreal
engine. Experienced with PlayStation© 1, 2 & PSP, XBOX©, Wii©, and
iOS/xcode development environments. Experienced in iOS and Facebook development
and provisioning.
References
available upon request.
More recommendations/References can be found at LinkedIn: http://www.linkedin.com/in/kenproudfoot