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LinkedIn:

Shown below, or on their site here: http://www.linkedin.com/in/alexanderhogan

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 2008Present (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 2006September 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 2004September 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 2003July 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 2003October 2003 (7 months)

-Working from a general concept given to me by the company’s 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 2002March 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 Maya’s MEL language to reduce time spent on long, repetitive, difficult, or otherwise impossible tasks, complete with user interface if required

Skills & Expertise

  1. 3D Studio Max
  2. Maya
  3. C#
  4. .NET
  5. Photoshop
  6. Unity3D
  7. Flash
  8. Unreal
  9. Visual Basic
  10. ActionScript
  11. JavaScript
  12. Lua
  13. Mel
  14. MaxScript
  15. HLSL
  16. FX
  17. SQL
  18. PHP
  19. HTML
  20. Python

Education

Full Sail

AS, Computer Animation

20002002

Additional Information

Websites:
Interests:

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.