Resume / CV

Kristoff Johnson
Character Rigging / Technical Animation
kristoffjohnson@att.net

PROFILE

I am a character rigger and technical animator with experience in development and implementation of control systems for multiple characters, creatures, props, and animated objects. I pride myself in attention to detail, problem solving, robust solutions, scripting rigging / animation tools, and delivery of assets with a high level of quality.

SKILLS

Character, creature, facial, and mechanical rigging. Deformation and kinematics. Dynamic solutions and assets. Rigging, pipeline, and animation systems. Scripting for automation, art, and animation tools. Motion capture implementation and direction of actors.

SOFTWARE

Autodesk Maya, MEL, Python, PyMEL, QT, PySide2, Perforce, Jira, Havok Behavior, Morpheme, FaceFX, Unreal, Unity.

EXPERIENCE

PRINCIPLE TECHNICAL ANIMATOR / RIGGING
ILLFONIC
TACOMA, WA (MARCH 2019-PRESENT)

Creation and maintenance of modular rigging system for Maya in Python and PyMel. Development of distributed tools pipeline and authoring user interfaces using QTDesigner, QT, Python, PyMel, and PySide2. Documentation of character rig and animation standards, workflows, best practices, file and naming conventions, guidelines, pipeline breakdowns, and technical recommendations. Support of animation staff with tools and workflows, functionality, problem solving, engine integration, and additional animation assistance. Authoring of project related character, weapon, and unique rigs from layout to implementation in game.

SENIOR TECHNICAL ARTIST / RIGGING
BUNGIE
BELLEVUE, WA (2017-JAN 2019)
PROJECTS: “DESTINY 2” EXPANSIONS: “CURSE OF OSIRIS”, “WAR MIND”, “FORSAKEN” PLATFORMS: (XBOX ONE, PLAYSTATION 4, WINDOWS 10)

Character gear / armor skinning, implementation, and validation into engine. Cloth simulation setup. Collaboration with the character art team on gear / armor design, modeling, topology, performance, technical solutions, tools and workflows. Reviewed, critiqued, and coordination of assets from outsourced vendors and partners. Developed workflows and tools to improve overall efficiency of gear / armor creation and implementation. Documentation of tools and workflows. Art tool development, improvement, reviews, and scripting in Python / PyMEL.

SENIOR TECHNICAL ANIMATOR / RIGGING
ARMATURE STUDIO
AUSTIN TX, (2014-2016)
PROJECTS: “RECORE” PLATFORMS: (XBOX ONE, WINDOWS 10)

Developed and scripted a production quality automated rigging system in Python including: character setup, animation loading, exporting, batching, retargeting, asset swapping, FkIk, space switching, modular character customization, attachment tools, and art workflows. Rigged all project ‘Recore’ characters and props. Integrated and maintained all character assets in the Unity game engine. Implemented and managed all assets for the character crafting and customization system. Supported animation, cinematic, design, and engineering teams with assets, tools, and technical solutions.

FREELANCE CHARACTER RIGGER
SIXENSE VR
SAN FRANCISCO, CA (JAN-FEB, 2013)
PROJECTS: “TUSCANY VR DEMO”, “PUPPET IN MOTION” PLATFORMS: (WINDOWS, OCCULUS RIFT)

Authored unique character rigs for “Tuscany VR” and “Puppet in Motion” demonstrations. Worked with tech art and engineering teams on in engine implementation and problem solving.

CHARACTER RIGGER
DISNEY INTERACTIVE / JUNCTION POINT STUDIOS
AUSTIN. TX (2011-2013)
PROJECTS: “EPIC MICKEY 2, THE POWER OF TWO” PLATFORMS: (WII, XBOX 360, PLAYSTATION 3)

Authored and managed over 150 unique character rigs. Maintained automated rigging system through MEL script. Assisted environment and tech art teams with animated props, collisions, and visual effects assets. Ensured cross platform consistency of characters. Assisted with cinematic asset setup, implementation, and problem solving. Supported animation team with scripted tools, batch exporting, and workflows. Consulted modeling team on issues of character design, topology, and deformation.

CHARACTER RIGGER
TOTAL IMMERSION / INTIFIC
ALAMEDA, CA (2010-2011)
PROJECTS: “HAPE SIM”, “PTSD SIM”, “DARPA DOGS IED SIM” PLATFORMS: (WINDOWS)

Developed and scripted automated rigging system, facial setups, and Motion Builder / Maya / Max motion capture pipeline in Python. Authored layered motion capture and control rigs. Directed actors for full body and facial motion capture sessions. Designed and implemented robust layered facial control system. Created and maintained morpheme state machine networks for characters in runtime. Supported technical art and animation teams with tools and solutions related to animation systems. Animated quadruped dog rig and authored animation blending state machine.

CHARACTER RIGGER (FREELANCE)
ZOOFX
(JUNE 2010)

Developed and rigged unique multi-legged characters for David Attenborough’s “First Life” in association with Atlantic Productions and ZOOFK London. 2 X One-Hour series for BBC Two; BBC Worldwide and Australian Broadcasting Corporation; Two-Hour special for Discovery Channel.

INSTRUCTOR - INTRODUCTORY AND ADVANCED RIGGING
ACADEMY OF ART SAN FRANCISCO
SAN FRANCISCO, CA (2008-2011)

Instructor for introductory and advanced rigging curriculums targeting undergraduate and graduate animation students. Curriculum focused on production pipelines, Maya asset organization, human or animal anatomy and mechanical structure, advanced deformation techniques, characterization, FK IK systems, facial animation, use of expressions and node structures, scripting for automation and user tools, and the creation and maintenance of robust character / creature rigs and control systems. Managed and critiqued over 40 students per semester.

CHARACTER TECHNICAL ARTIST
SEGA STUDIOS / SECRET LEVEL
SAN FRANCISCO, CA (2006-2010)
PROJECTS: “GOLDEN AXE: BEAST RIDER”, “IRONMAN”, “IRONMAN2” PLATFORMS: (XBOX 360, PLAYSTATION 3)

Rigged and maintained over 50 characters and vehicles per project. Rigged facial and full body solutions for motion capture and cinematic assets. Maintained automated rigging system in MEL. Authored destructible assets, collisions, rag-dolls, and interactive menus. Authored Havok behavior state machine networks for runtime characters and assets. Developed FaceFX animation pipeline with multi-language localization. Supported animation, design, and engineering teams with problem solving, robust solutions, and scripted tools.

EDUCATION

ACADEMY OF ART SAN FRANCISCO — BFA, 2006
SEATTLE ART INSTITUTE - AAA, 2000