Apr 1997 - Feb 1998: Fujitsu Software Corporation:
My primary duties here were creating animations of 3D
human-body "Avatars" using commercially available mesh models.
This included refining texture maps and palette to conform to current
product limitations, and testing mesh-mapping of current artwork for
I was also responsible for writing, editing, and illustrating
the user manual for a customized sprite-editing and -animation software
package. This software and manual were part of the primary tools for
clients intending to build and run their own worlds using Fujitsu's
I also trained users and in-house personnel in the editing/animation
Apr 1997 - Feb 1998: Individual Private Commissions
I focussed on the creation and animation of 3D, non-human
Avatars for use in on-line Virtual Communities. These individual commissions
include a low polygon-count wireframe model with minimal texture-mapping
for use with a real-time rendering engine, and very high-polygon count
animated models to be displayed using 2D snapshots (video-style).
I met with the client and generated concept sketches
of the characters, which were then translated into a simple 3D model
for approval before beginning sophisticated modelling and animation.
Feb 1997 - Apr 1997: Electric Communities:
I was primarily responsible for generation and animation
of 2D human-body Avatars for a Virtual Community project. Each Avatar
was composed of multiple layers for modularity and interchangeability,
with animation of their various activities limited to the fewest frames
I assumed management duties for an out-of-house contract
art company. My duties included art-directing the Avatars' development,
meeting with the artists on the project, assigning tasks and reviewing
work, as well as training in animation techniques for our needs.
May 1995 - Jan 1997: Fujitsu Software Corporation:
My duties at Fujitsu concentrated on the design, creation
and complete animation of 2D human-body Avatars for WorldsAway On-Line
project. This groundbreaking on-line community required multiple stage,
realistic animations of everyday activities.
Each Avatar required numerous animations for these specific activities
in front, side and rear views. I created three different male-female
human pairs. Currently, the pair of Avatars completed early 1996 are
among the most popular body types, especially the male. The most current
animations were not yet processed when I left.
I was the only human-body Avatar animator for this term.
Animation for Video Games
Oct 1995 - Jan 1996: Sega of America:
Worked on clean -up and correction of hero animations
for Sega game "XPERTS". SGI-rendered images needed extensive
retouching and smoothing to render them useful for limitations of the
intended platform. Also necessitated correcting errors in anatomy, movement,
and sizing due to poor initial kinetic modeling.
Jan 1995 - Apr 1995: Clearwater Software:
Created tilemapped backgrounds for Michael Jordan Basketball
game, using TUME tile editing software. This was a conversion from Sega
Genesis to GameGear.
Jul 1994 - Mar 1995: Digital Delirium:
Main Character animations and 32x32 tiled backgrounds,
for Atari Jaguar game based on "Tiny Toons" television cartoon
series. All artwork and animations had to conform to studio style-sheets.
I converted the animations into computer format from their original
hand-drawn cells. Backgrounds were very large, reflected specific television
episodes, and included tiled animations and small incidental sprites.
Dec 1993 - Jul 1994: Accolade:
Project "Fireteam Rogue" - worked on conversions
of tiled backgrounds from Sega format to Super Nintendo format.
Project "Juggernauts" - worked on initial
backgrounds for first three levels of game.
Oct 1991 - Apr 1994: Electronic Arts:
Project "Ring of Doom", a Sega Genesis
game based on JRR Tolkein's Lord of the Rings trilogy. A major
undertaking, I was responsible for game and level design, and design,
layout, and implementation of all backgrounds and primary background
sprites and tile animations.
Oct 1991 - Mar 1995: Additional small projects,
such as title screens, for the above mentioned companies and others,
on systems ranging from Amiga to GameGear.