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Alex Hogan
Technical Artist at Monolith Productions
- Location
- Greater Seattle Area
- Industry
- Computer Games
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Summary
I am a Technical Artist with professional experience writing realtime shaders, rigging characters, writing tools, scripts, and plugins inside and out of the content creation packages used on my team, and designing, creating, and maintaining an art pipeline.
When I am not doing that, I fill an FX artist's shoes, creating particle effects, designing special effects and scripted animations, and scripting game logic to direct the flow of play.
I am a stickler for good work-flow, and I hate to see inefficient processes survive within a game team.
Specialties
I like to think I am skilled at :
3d Game Asset Pipeline Creation and Maintenance,
Artist Workflow Optimization,
Scripting and Intermediate-level Programming in a variety of languages, including C#, Mel, MaxScript, Visual Basic and VB.NET, Lua, Python, JavaScript, Perl, and of course batch.
Art <-> Engineering Communication,
Particle System Design,
Character Setup, and Procedural Animation,
Modular and Synergistic Tool Design
Experience
Technical Artist
Monolith Productions / WB Games
September 2008 – Present (3 years 6 months)
At WB Games, my role includes:
- Research and prototype new content production techniques, tools, and shaders to support art direction and design needs
- Develop and support new tools and processes for our art team to keep up with the latest technology
- Train art team on new pipelines, write and maintain pipeline documentation
- Act as a bridge between team members in distant disciplines
- Communicate technical concepts to the art team and artistic needs to the engineering team.
Special Effects & Technical Artist
N-Space
Privately Held; 51-200 employees; Computer Games industry
October 2006 – September 2008 (2 years)
At N-Space, my primary roles are:
- Special effects development
- Pipeline maintenance
- Tool and script writing
- Artist work-flow "re-engineering"
- Communication of technical concepts between art and engineering
Technical Artist
Electronic Arts
Public Company; 5001-10,000 employees; ERTS; Computer Games industry
July 2004 – September 2006 (2 years 3 months)
Stolen from EA:
- Develop solutions to various production problems in the CG pipelines
- Coordinate with appropriate studios to ensure that his/her team is aware of other proprietary tools and that his/her team always has up to date versions
- Build basic to advanced level of complexity character rigs; skins/binds models to skeletons
- Build basic CG Dynamics systems
- Debug skeletons, models, shaders
- Communicate technical concepts between art and engineering
- Produce and integrate art assets where necessary
- Write basic to advanced level scripts and expressions within a CG package (i.e. Mel) to improve efficiency of various artist tasks
Lab Specialist, CM/CR
Full Sail
Educational Institution; 1001-5000 employees; Higher Education industry
October 2003 – July 2004 (10 months)
-Instructed students in lab and occasionally presented lectured on class topics
-Researched advanced character modeling and rigging techniques for possible inclusion in our curriculum
-Designed MEL tools to reduce time spent doing long or repetitive tasks.
Lead Artist
Creative Essence, Inc.
April 2003 – October 2003 (7 months)
-Working from a general concept given to me by the companys engineer, I designed our products image, from concept art to fully-rendered pre-visualization
-Designed marketing multimedia presentations to help sell our products to clients & investors
Technical Artist Intern
Turbine
Privately Held; 201-500 employees; Computer Games industry
April 2002 – March 2003 (1 year)
-Helped create and maintain the art-to-engine pipeline for both games
-Setup characters with skeletons, weighting, and game data for use in game
-Processed art assets into engine-usable data
-Created tools in Mayas MEL language to reduce time spent on long, repetitive, difficult, or otherwise impossible tasks, complete with user interface if required
Skills & Expertise
- 3D Studio Max
- Maya
- C#
- .NET
- Photoshop
- Unity3D
- Flash
- Unreal
- Visual Basic
- ActionScript
- JavaScript
- Lua
- Mel
- MaxScript
- HLSL
- FX
- SQL
- PHP
- HTML
- Python
Education
Full Sail
AS, Computer Animation
2000 – 2002
Additional Information
- Websites:
- Interests:
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New Technology, Game Development, Augmented Reality, Psychology, Snowboarding, Skiing, Swimming
- Honors and Awards:
-
During my education at Full Sail is did receive awards in Logo Animation as well as Character Creation, Design, and Setup.
I graduated as Valedictorian of my class with prefect attendance.
