HOME
RESUME

Welcome to My Resume section.

 

Seth Swanson – Character Animator / Senior Artist

Anim8rseth@earthlink.net

 

-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.