David Thornfield | ||
OBJECTIVE
Create high quality animation by supporting the development, techniques and artistic evolution within the studio.
EXPERIENCE
Mo-Cap\Key Frame Animator April 2012 - Present
Reloaded Games, Irvine, California February 2011 – October 2011
Responsible for animating high quality creature animations using Motion Builder and 3D Studio Max for in-game animation. Edited motion capture data for bipedal creatures and used key frame animation for all other creature types. Responsible for modeling fixes and skinning clothing and armors for characters.
Mo-Cap Animator November 2011- April 2012
House of Moves, Los Angeles, California January 2011- February 2011
December 2009- September 2010
Creating high quality animations using Motion Builder to edit motion capture data for both in-game and cinematic animation.
Mo-Cap Cleanup Artist December 2010
Obsidian Entertainment, Inc, Irvine, California
Responsible for cleaning up mo-cap data and assembling characters using EvaRT software for ingame animation.
Lead Character Animator February 2010 – April 2010
Steel Penny Games, Austin, Texas
Responsible for assembling and directing a team of animators in animating in-game characters actions using Biped in 3D Studio Max. Worked closely with team in creating visually and compelling animations. Produced desired effects by determining best-suited style and technique. Fashioned consistent professional animations in timely manner and under tight deadlines when necessary. Liaison with client to aid in client character animation.
Character Animator August 2009 – November 2009
Sony Computer Entertainment America, San Diego, California
Animated multiple types of shots from simple to moderately difficult. Worked independently and as part of a team to determine design solutions. Conveyed emotion of digital characters through a combination of body language, facial expressions and dialogue.
Lead Character Animator April 2008 – August 2009
Crazy Pixel Productions, Irvine, California
Lead a team of animators in a collaborative process to animate Ghostbusters: The Video Game in a 30 minute cinematic. Responsible for communicating with partner, Red Fly Studios, to manage work-flow and meet milestones. Responsible for creating a pipeline from concept, modeling/rigging characters, character animation, and approving shots. Strived for excellence in all areas of production and actively in charge of motion capture cleanup. I also helped director with animation tests for potential projects.
Mo-Cap Facial Animator November 2008
House of Moves, Los Angeles, California
Created high quality facial animation using Face Robot for cinematic.
CG Character Animator, Intern October 2007 – December 2007
Arcoynx Animation Studios, Santa Monica, California
Created high quality character animation using Maya.
Layout Artist and Character Animator, Intern September 2007
Red Eye Film Works Animation, Los Angeles, California
Created layout and high quality animation using Maya.
Director/Character Animator January 2007-Present
Co-Directing team of 16 artist for short film Gopher the Gold (Animators, Modelers, Textured Artist, Lighter, TD Music Composer, and Sound Designer).
EDUCATION
Bachelor of Fine Arts
Laguna College of Art and Design (2002-2008)
Laguna Beach, California
iAnimate.net (2012-Present) Animation Personal Trainer (2009) By Keith Lango Gnomon-School of Visual Effects (2001-2002) Hollywood, California Academy of Art College (1999-2001)
San Francisco, California
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Skills
Animation
Rigging
Skinning
Modeling
Leadership
Project Management
2D Animation- Training
Software
Maya
Motion Builder
3D Studio Max
Softimage XSI
Photoshop
Premiere Pro
Platforms
P.C.
Play Station 3
Wii
Xbox 360
Level Editors
Unreal 3 Engine
Infernal Engine
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Resume
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Friends
- Melissa Goodway
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