MICHELLE HILL
TECHNICAL ANIMATOR
RESUME
SHIPPED TITLES
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NBA2K16 – NBA2K20
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WWE2K16 – WWE2K20
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XCOM 2
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XCOM 2: War of the Chosen
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MAFIA III
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EVOLVE
SKILLS
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Motion Capture
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Animation
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Rigging
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Photogrammetry (3D scanning)
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Real Time Production
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Python
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HSL and MEL scripting
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MotionBuilder
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Maya
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Blender
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Motive
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Wrap4D
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Vicon Blade/Shogun
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Faceware
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Unreal4
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Photoshop
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Illustrator
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Premier
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Perforce
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GIT
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Shotgun
EXPERIENCE
PRINCIPAL MOTION CAPTURE ANIMATOR
2K GAMES
October 2020 - Present
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Research and develop new technologies and workflows to improve efficiency for the post processing team.
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Author documentation, tutorials and training content for post production tools.
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Work closely with the Motion Capture Tech team in developing and maintaining tools and processes for the Post Production Team.
MOTION CAPTURE PRODUCTION MANAGER
2K GAMES
January 2019 - September 2020
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Owned the motion capture pipeline from post-capture to delivery of the final FBX files. Ensured that all assets were delivered on time and final product standards were met.
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Ensured Range of Motion (ROM) volume was calibrated prior to shoots.
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Led acquisition for facial scanning and delivered reconstructed heads and texture maps to clients.
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Guided initiatives to improve team processes and motion capture pipeline workflows by updating tools, methodologies, and documentation.
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Fostered a team of over 14 with a culture of growth, personal development, and research.
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Coordinated the progression of each project phase, tracking deliverables and tasks through a combination of G Suite, Gitlab, Monday.com, and an internal database.
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Effectively and efficiently managed workload by utilizing agile methodologies and multiple external vendors strategically.
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Maintained cross-functional communication with internal teams, clients, and vendors to ensure alignment on expectations, evaluate project status, and to raise potential issues.
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Proactively identified and mitigated risks to quickly resolve bottlenecks blocking production. Collaborated with the 3D pipeline engineers and stage technicians to resolve immediate and long-term issues.
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Tracked and measured quantitative data on the progression of up to 4+ concurrent AAA projects to improve team velocity and productivity.
MOTION CAPTURE ASSOCIATE PRODUCTION MANAGER
2K GAMES
January 2018 - December 2018
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Disseminated notes and project requirements to Post Production team.
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Ensured pipeline tools were updated and deployed via Git based on department standards.
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Scheduled and organized team meetings before and during motion capture shoots.
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Tracked assets and ensured final deliverables met quality standards.
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Liaison for clients and outsourcing vendors.
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Worked across multiple departments to coordinate team schedules and goals per project basis.
MOTION CAPTURE SPECIALIST
2K GAMES
FEB 2015 - January 2018
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Labeled, cleaned, and solved motion capture data while retaining motion fidelity.
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Updated motion capture volume camera system by interchanging cameras.
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Developed scripts for processing motion capture data using HSL for Vicon Blade.
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Cleaned up additional skeletal nodes and fixed weight painting on 3D character rigs received for solving motion capture data.
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Retargeted motion capture data onto character rig using MotionBuilder.
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Quality checked body data prior to delivery.
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Tracked and created facial annotations using Faceware and Dynamyxz.
CAPTURE SPECIALIST – “EVOLVE”
2K GAMES
JULY 2014 - FEB 2015
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Posed and staged character actions in-game and within CryEngine.
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Created assets for loading screens and recorded in-game tutorials for character classes.
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Rendered characters in CryEngine to produce high quality screens for gaming trade shows.
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Edited, captioned and exported gameplay footage using Adobe premiere.
3D ANIMATOR – “DRIVE ME BANANAS”
PRESS START STUDIOS
SEPTEMBER 2012 – FEBRUARY 2014
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Responsible for gameplay animation and stress testing 3D game assets.
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Sketched actions and key poses to visually interpret animation shot list to team.
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Imported 3D assets and animation into Unity game engine.
ANIMATOR/LAYOUT ARTIST – “BORDERLANDS 2: TALES FROM THE HQ”
2K GAMES AND ACADEMY OF ART UNIVERSITY
MAY 2013 – OCTOBER 2013
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Blocked-in animations and characters for 30+ shots.
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Utilized storyboard animatics to frame and adjust timing of shots.
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Collaborated with storyboard artist to maintain continuity between scenes.
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Discussed and resolved rigging issues with Technical Lead.
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Rendered scenes for block in and first pass animations in Maya.
3D ANIMATOR – “OUTER WILDS”
TEAM OUTER WILDS
NOVEMBER 2012 – MAY 2013
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Developed bi-pedal character and creature control rigs in Maya.
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Responsible for animating main characters and non-playable characters (NPCs) within the game for alpha release.
EDUCATION
Academy of Art University, San Francisco, CA
Bachelors of Fine Arts in Game Design - May 2013
Concentration: Game animation and rigging
ACHIEVEMENTS/LEADERSHIP
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Independent Games Festival (IGF) Seamus McNally Award - "Outer Wilds," 2015
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Independent Games Festival (IGF) Excellence in Design Award - "Outer Wilds," 2015
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International Game Developer's Association (IGDA) Scholar, 2013
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IndieCade Selection for "Outer Wilds," 2013
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Game Developer's Conference Volunteer, 2009 - 2019