Resume


Kris Terhurne
Email: kris.terhurne@yahoo.com

Education:
Academy of Art University: San Francisco, CA.
Bachelors of Fine Arts May 2011: Animation and Visual Effects

Experience:
Hangar 13 Games:
Technical Artist, Novato CA. Feb. 2015 to present
• Principle Cloth Simulation Technical Artist
• Worked with engineering team to create a pipeline between Havok and our proprietary
engine
• Collaborated with the Character, Animation, Cinematic, and Environment leads to create cloth assets
• Created tools to help make cloth, and hair creation more efficient
• Used Telemetry to monitor and optimize simulation setups used in game
• Creating a procedural asset generation pipeline using Houdini and Houdini engine
• Working with designers to create different types of FX utilizing Maya, blend shapes and Houdini

Engine:
Proprietary
Programs used:
Havok, Maya, 3D Studio Max, Houdini
Released Games:
Mafia III (Open World RPG): https://mafiagame.com/

Kixeye:
Technical Artist, San Francisco, CA. April 2013 to Jan 2015
• Principle character rigger
• Created a standard for the rigging production pipeline
• Create real time cloth and hair systems utilizing dynamics and expressions
• Script tools to speed up production
• Collaborate with Animation Director to continue optimization of rigs and tools
• Responsible for importing and testing character assets in Unity

Game Engine:
Unity
Programs used:
Maya
Released Games:

Goko:
Technical Artist, Redwood City, CA. Dec. 5, 2011 to Oct. 19, 2012
• Headed development and implementation of Avatar rigging system
• In charge of creating documentation for training and assessing the quality of outsourced assets
during the production
• Implement tools to help automate the production pipeline
• Collaborate with animation department to create better rigs and tools to streamline
production
• Rendered High quality images for advertisements
• Fixed topology of character models for better animation
• Created new textures for a variety of skin, hair and, eye colors
• Created Particle FX for in-game assets
• Modeled in-game assets

Programs used:
Maya
Released Games:
Dominion
All the Kings Men
Forbidden City

Scripting Languages:
Python
Mel

Relevant CG Program Experience:
Maya 2017
Houdini 16
3D Studio Max 2017
Havok 2014
Zbrush 4R7
Photoshop CC
Telemetry


References available on request