Kris
Terhurne
Email:
kris.terhurne@yahoo.com
Website: http://kristerhurne.blogspot.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:
Backyard
Monsters (RTS) https://www.kixeye.com/game/backyardmonsters/home
Vega
Conflict (RTS) https://www.kixeye.com/game/vegaconflict/home
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