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Welcome to My Resume section.
Seth
Swanson – Character Animator / Senior Artist
-Character
and Environment Design, Modeling, Animating, Lighting, and Texturing.
-Experienced
with Most Major 2D/3D Software packages and a variety of custom tool sets
and game engines on Xbox, Playstaion 2, Playstation 1, and PC.
Character
Animator, Electronic Arts
2003-Present
New Action Adventure Game / Q4 2004 Playstaion 2, Xbox, Gamecube, and PC based Game. Primary art tasks involve working on a proprietary
skeleton rig in Maya (bipedal and quadruped), and responsible for animating
various enemy races and their states for combat and non-combat.
Lord of the Rings: Return of the King: Playstaion 2,
Xbox, Gamecube, and PC based Game. Primary art tasks involved animating
on a proprietary skeleton rig in Maya. My
responsibilities included animating various enemy races and their states for
combat and non-combat.
Senior
Artist, Circus Freak Studios 2001-2003
In-house demos: Primary art tasks
include character rigging, and animation.
Horror
Game: Xbox
and Playstaion 2 based monster game. Primary art tasks included character animation, and concept design.
Created a universal bone rig for all characters using standard bones instead
of Max Biped.
Superman:
The Man of Steel: Production work on an X-box super hero
game based on the Superman comic book license. Primary art tasks included modeling and animation of characters
in-game, and animation on character /level cinematics. Modeled and animated the Fortress of Solitude
used in the User interface.
Test
Drive Cinematics: Worked
with internal cinematics artists as well as contract artists on the pre-rendered
intro and outro cinematic, and internal character work on the game Test Drive
for the PS2 and X-box. Modeled and animated pre-rendered Viper interior and
characters used in-game.
Test
Drive Off-Road Cinematics: Worked with an external publisher's Art Director
and internal CF cinematics artists to create various pre-rendered sequences
for Test Drive Off-Road on the PS2 and X-box consoles. Responsibilities included
modeling, animation, and lighting work.
Artist,
Infogrames / Accolade
1998-2001
X-Box
Adventure Game: Pre-production work on a character
based adventure game for the X-Box. Created concept designs for characters
and environments, as well as creating models, and animation of assets for
the prototype. Worked with programmers to define and test the animation tool
chain. As part of the pre-production
work, we evaluated/ worked on other tool sets, including Maya and Deep Paint
3D.
Terminator: Pre-production work
on a character based adventure game, based on the movie Terminator, for the
X-Box and Playstation 2. Primary tasks
included modeling, set up for multiple engines and level building tool evaluation,
and version control tool evaluation. Workflow included a 3D package switch to Maya, and 2D evaluation
of Deep Paint 3D and Z Brush.
Test
Drive Cycles: Production
work on a Playstation and DC based motorcycle-racing game.
Responsibilities were designing and production of tracks, associated
scenery, and bonus vehicles, for a real-time environment. Work points included
areas of low-polygon modeling, texturing, and vertex lighting. During the
course of world production, aided the development of various building and
finishing techniques.
Slave
Zero: Created
in-engine cinematic FMAs for a Dreamcast and PC 3rd Person shooter. The real
time FMAs were created utilizing proprietary engine tools. Various areas of
animation, modeling, texturing, and lighting were included in the work process.
Star
Con: Production
work on a Playstation and PC based space-fighting game. As an Artist, I worked
with the designers, providing concept illustrations for various space ships,
game objects and effects. Modeling of low-polygon ships, modeling, texturing,
and animating many in-game objects were my primary tasks.
Cinematics team member, creating models and animation for the pre-rendered
opening cinematic.
Contract
Artist, Woit Video Productions 1997-1998
3D
Computer modeling and animation: Freelance
production work PC based.
Cinema
7: Pre-rendered intermission cinematic for Minnesota
based theatre chain.
Alexandria
Extrusion Company: Commercial animation for steel
fabrication companies’ promotional demo.
Landscape
Structures
1997
3D/2D
Computer Graphics work: Modeling, placement and lighting
of playground equipment according to client specifications. Primary tasks were modeling and lighting completed
in Pro Engineer for 3D and rendering. Post render work completed in Photoshop. All work performed on SGI UNIX stations.
Software:
I
learn and adapt quickly to pick up new software and techniques. I am highly
motivated and experienced in both 2D and 3D software packages, and am familiar
with most tools used in art production. From concept design, to storyboarding,
my strongest assets are 3D modeling, animation, and lighting.
Preferred
tools include 3D Studio Max, Photoshop, Premiere.
Working
knowledge: Maya, SoftImage, Deep
Paint 3D, Corel.
Education:
School
of Communication Arts
Minneapolis,
MN 1996-1997
-Graduated
with a certificate in computer art and animation, with and emphasis in 3D
Max.
-Graduated
with a certificate in computer art and animation, with and emphasis in SoftImage.
-2D
applications used, were Photoshop, and Corel.
Carthage
College
Kenosha,
WI. 1988-1991
Completed over three years of pre-med/ pre-chiro study, with and emphasis on biology and anatomy.