Resume

Jordan Jenkins
3D Animator

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Project Summary:

Global Game Jam: Pittsburgh, Animator                                     Jan. 2013

http://globalgamejam.org/2013/cell-1

Cell is a single level 3D side scrolling game experience created in Epic's UDK, Adobe Photoshop and Autodesk 3DS Max. My team and I created the project for the Global Game Jam competition, during which we created every asset and working level in the allotted 48 hours. My duties included:

•    Character model correction and occasional skinning.
•    Animating all of the necessary animations for the Virus Mine enemies and White Blood Cell hero.
•    Occasional texture and sound work.

The team and I took Cell to its one-level completion by the end of the 48-hour Game Jam, having one of the most polished pieces at the Pittsburgh Site. While no awards were won, many players that play tested the game had positive reviews and inspired the team and myself to keep ourselves open to potential expansion from one level to many.

7th Level Studios, Animation Lead                                             Jan. 2012-June 2012

http://www.tgp-dgpx.blogspot.com

Destruction Grand Prix is a single level destruction racing game experience created in Epic’s UDK and Autodesk 3DS Max. I came into the project a year into its conception, at which time we had to do a complete overhaul of the assets and concepts. I worked on DGPX for 6 months as the Animation Lead during which time, together with Character and Design/Concept Leads, helped to create 9 new characters to give the level a more inhabited feel; there was no animation presence previously. My duties included:

•    Designed storyboards for the project’s character cinematic with Design/Concept Lead.
•    Created motion studies for character movement and personalities with Design/Concept Lead.
•    Animated Wheeler Studd and Svetlana Svelthe in a bar scene interaction.
•    Rigged and skinned characters and provided test animations.
•    Assigned Scrum tasks and frequently communicated with other Leads.

The teams that I worked with and was a part of took DGPX’s one-level experience to completion in the 6 months we worked on the project. During the production, I had to help remedy frequent miscommunication between Character Team members and export/import pipeline failure. As a team, we did this by enforcing sometimes twice weekly updates and the use of Epic’s FBX export/import pipeline. Thus on the project I sharpened communication skills between various teams and the use of the FBX pipeline from 3DS Max to UDK.

Wemo Media’s The Blu, Animator                                             April 2012-June 2012

www.theblu.com

The Blu is a digital recreation of the ocean and all of its habitats and their inhabitants in the Unity Engine using Autodesk Maya, Autodesk 3DS Max and Blender. I came onto the project a week before their New York City release in Times’ Square. My team and I picked up on assets left from the previous team. I worked as an animator and I was responsible for the following:

•    Rigged, skinned and animated a model made by a teammate in Autodesk Maya.
•    Communicated with members of The Blu and implemented received feedback.

 The team and I worked on The Blu for 3 months. Working on The Blu required me to pick up Autodesk Maya’s rigging, skinning and animation tool sets in less than 3 months.

The Art Institute of Pittsburgh Project Management, Director    April 2011-June 2011

Manifest was a psychological action adventure game production test based on Rorschach designs. Manifest creation used Adobe Photoshop, 3DS Max and Microsoft Office programs. I worked with a small team of people, as the director, to create and concept Manifest – throughout the entire pre-production pipeline. I was responsible for:

•    Researching psychological disorders, Rorschach designs, current industry costs and salaries.
•    Project budgeting
•    Game Design Document and One-Sheet creation
•    Presentation and Pitch creation
•    Document Management and Scheduling
•    Leadership

My team and I worked on the project for 3 months and left Manifest after the pre-production phase. During the project there was a difference in ideation interpretation between the Art Lead and the rest of the team, thus Manifest required me to have sharp communication and organization skills and forced me to learn crisis planning and control.

Software:

Proficient In:                                                 Experience With:
Autodesk 3D Studio Max                              Adobe Flash
Autodesk Maya                                            Digicel Flipbook
Adobe Photoshop                                          Epic's UDK
Adobe Premiere                                            Unity
Pixologic Zbrush                                           Pixologic Sculptris



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