Resume

Alexander Hicks
1(902)441-3511
alex.k.hicks@gmail.com

Bight Interactive Inc
Charlottetown, PE
January 2010 – August 2011
Summary:  
My first job out of college, I worked most extensively animating in Maya, creating 2D assets in Photoshop, and ultimately in GUI design. Bight made primarily mobile games (TNA Wrestling, Cops: High Speed Pursuit), and eventually facebook games (Trade Nations), before being purchased by EA. 
2D and 3D artist 
• Modelling and texturing 3D characters and props
• 2D and 3D animation
• Creating 2D assets in Photoshop
• GUI design

The Gaming and Animation Institute of Fredericton
Fredericton, NB
September 2011 – January 2013
Summary: 
The GAIF was a private college that focused on collaboration with and evaluation by current industry professionals. I had a good relationship with the founders - a group of former students and teachers from my own college days - and was asked to head up the 3D department. This involved new challenges of leadership, organization, and public speaking; but also really cemented my own understanding of Maya and Photoshop, which I had to break down to a really fundamental level for my students.  
3D Department Head 
• Recruitment
• Public workshops and presentations
• Course Development
• Teaching (photoshop, modelling, texturing, rigging, animation.)
• Building and rigging characters for student animations

Gogii Games
Moncton, NB
June 2013 – November 2013
Summary:  
I was hired for Gogii’s free-to-play “Archie” project, based on my experience working on Trade Nations for Bight, but was ultimately placed on a short-handed hidden object game. I worked photoshop magic restoring a unified visual palette to a number of lacklustre outsourced assets for six months; based on aesthetic notes from the art director and technical notes from the designers. 
2D Artist 
• Creating 2D assets in photoshop

Orpheus Interactive
Halifax, NS
January 2014 – July 2015
Summary: 
I was brought onto Orpheus’ Sons of Anarchy project, where I collaborated with the Silverback team, focusing primarily on the character pipeline. I created a rigging system and worked out a number of modelling practices that allowed a team of three to rapidly create dozens of characters. I also did extensive work in markerless face and body motion capture, using a number of interesting and slightly experimental tools.
Senior Technical Artist 
• Created an adjustable rigging solution for a large pipeline of characters.
• Modelling, rigging, and animation.
• Recorded and cleaned up face and body motion capture (using Faceshift and iPi Soft)

Freelance for Code + Mortar (formerly Norex)
Halifax, NS
August 2015 – April 2016
Summary: 
My first role working primarily as a programmer and primarily in Unity. I was responsible for integrating live motion capture onto a 3D character in Unity and outputting the result in 360° “fulldome” format, to be projected onto the inside of a dome. There were a lot of overlapping and experimental technologies to juggle - combining the Shadow motion capture system with Unity and Blendy Dome - but we got it all working in the end. 
Unity Developer on the “Exspherience” project 
• Created tools for creating “fulldome” experiences in Unity (360° output to be projected on a dome.)
• Created tools for using the “Shadow” motion capture system live in Unity.
• C# programming

Squiggle Park (Formerly Eyeread)
Halifax, NS
December 2015 – December 2016
Summary: 
For much of my time at Eyeread/Squiggle Park I was the only artist on staff, and created most of the in-game artwork and animation for the first round of games. I was also responsible for a lot of the Unity programming; linking up in-game mechanics with the network functionality written by the other programmers. We focused on educational games for children, and my biggest task involved overhauling all of our games to work with a generic system that could be graphed and evaluated by teachers.
Unity Developer / Animator / Technical Artist 
• C# programming
• 2D and 3D art and animation

Silverback Games
Halifax, NS
December 2016 - Present
Summary: 
I reunited with the Silverback team, bringing with me a project that capitalized on my experience with the “Expherience” dome. We created a cinematic 360° experience telling the story of Calvin the right whale. Apart from continuing to my work producing 360° content in Unity, I did rigging and animation for the project and created a system which automated the serpentine motion of sea creatures, allowing our directors to work outside the constraints of a normal animation pipeline. We have since moved on to a number of exciting projects in mobile, Virtual Reality, and Augmented Reality. 
Senior Technical Artist 
• Unity Development
• C# programming
• Modelling, Rigging, and Animation in Autodesk Maya

Education
Centre for Arts and Technology 
Fredericton, NB
September 2007 – August 2009
• 3D Animation

Software
• Photoshop
• Autodesk Maya
• Autodesk Mudbox
• Unity

Skills
• 3D Modeling (Characters and props)
• UV mapping
• Texturing
• Rigging
• Animation
• Unity development
• C# programming

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