Brian
Wyser
415.239.8226
brianwyser@yahoo.com
OBJECTIVE:
A position creating and providing life to animated actors, and imaginative
worlds, while continuing to grow as an artist.
EXPERIENCE:
Avatar Factory, Palo Alto, CA October 2004 - Present
Animator – Independent Contractor
Big
Bear Productions, San Francisco, CA June 2004 – October 2004
Assistant Animation Director – Independent Contractor
- Worked
closely with Director and Animation Director to lead development of music
12 videos for the MTV television series
Video Mods.
- Duties
include working with Mocap animated characters, composing shots and sets,
establishing and animating cameras, designing and creating lighting for
sets and characters, and providing conceptual input toward the art direction
of 12 music videos.
There Inc., Menlo
Park, CA June 2000 – May 2004
Animation Director/Manager
6/03 - 5/04
- Provided art direction for all
animation content in THERE.
- Developed a wide variety of
avatar,
and vehicle animation content.
- Managed a single, directly reporting
animator while continuing to provide leadership to overall 3D team of modelers,
texture, and layout artists.
- Continued contributing to the
feature design and development of avatar systems of expression and their
interaction within the 3D world, vehicles, and overall user experience.
Senior Animator
9/02 – 6/03
- Produced majority of animation
content for THERE: characters,
vehicles and environments.
- Performed role as 3D lead: constant
collaboration with Producer, Lead Engineer, and overall project team to
design and develop feature pipelines, construct prototypes, outline tasks
for myself and other contributing artists, produce art content, and provide
input on overall artistic direction to assure the successful completion
of a project.
- Modeled and mapped vehicle objects.
(buggy,
truck,
board)
- Conceived, designed and developed
all hoverboarding animations (riding
and tricks).
- Assumed an overall leadership
role on the 3D team for which I provided production support, concept design
input, problem solving, pipeline and source control guidance, and many other
intangibles in an effort to allow my colleagues to become more successful
in what they produced.
Lead Animator/Artist
6/00 – 9/02
- Lead and produced the majority
of animated content for key avatar features: Conversational
Movement, an elaborate system of idling animations; Smiley, a system
for triggering communicative animations or emotes.
- 3D character animation; environmental
animation; modeling and mapping of characters, organic flora, vehicle
and structural
models; avatar skeletal construction; character setup; motion capture
direction; and level assembly.
- Contributions also included
support and leadership for five other artists, software evaluation, and
often during our own time we created many experimental prototypes (glider,
chicken)
some of which led to product features, due to the nature of our startup
development team.
Interplay
Productions, Irvine, CA November 1995 – May 2000
Lead Artist
6/99-5/00
- Collaborated with the Art Director
to lead a five-member art team in the development of a PlayStation2 cart
racing title. Responsibilities: development of character animation, character
models, texture mapping, animation setup, development of concept art,
game design, software evaluation, and collaborative development of a cohesive
and compelling artistic vision.
3D Animator
/ Artist
11/95 – 6/99
- Developed artwork for PlayStation,
Sega Saturn, and PC video game titles. Responsibilities: 3D character
models, character textures, character animation, animation setup, and
environmental modeling.
- Designed, directed, and developed
opening cinematic for VR Baseball 99. (watch
~7mb download)
- Became lead animator. Responsibilities:
all aspects of animation development including, character
animation, cinematic animation, software evaluation, motion capture
preparation and direction of multiday session, 500+ moves.
Black Hawk
Technologies, Irvine, CA October 1996 – May 1998
Lead 3D Animator / Artist, Contract
- Collaborated with a 6-member
development team to develop a playable PC game demo. Constructed all 3D
in-game dragon character models, (examples: red
and black)
based on 2D artist’s concept sketches. Established animation setup
and skeletal construction.
- Conceptualized
and created all in-game character animations.
- Designed and modeled character
weaponry and projectiles.
Specular
International, Amherst, MA June 1993 – September 1995
Technical Support Specialist
6/95 – 9/95
- Provided phone and email support
and solutions to problems end users experienced with all graphical applications
developed by Specular, which included Infini-d, Collage, Logomotion and
Backburner.
Quality Assurance
Engineer
6/93 – 9/95
- Examined and assessed 2D and
3D graphical application functionality.
- Composed images used for magazine
cover, print advertisement, catalogue, and software packaging.
EDUCATION:
University of Massachusetts, Amherst, MA
Bachelor of Fine Arts, Computer Graphics, May 1995 (early
animations in Infini-D)
Dragon Productions Theater
Company, Palo Alto, CA
Adult Professional Acting Workshop, 2/2004 – Present
SKILLS:
- Experienced developer with
9 years of 3d production art experience. Created art content/shipped titles
for the Sega Saturn, Playstation, Playstation 2, PC games and MMOGs (Massively
Multiplayer Online Game)/persistent 3d worlds.
- Skilled and experienced animator
and character animator with strong understanding of the principals of animation,
weight, timing, balance and acting.
- Skilled and experienced character
creator; organic modeling, texturing, weighting, rigging and animation.
- Skilled and experienced real
time modeler; organic and hard surface, characters, vehicles, props and
environments.
- Creative, enthusiastic, self
motivated and hard working team leader/member with a thorough understanding
of the production demands. Seasoned team leader and director.
- Ability to absorb new software
and tools quickly. Throughout my career I have completed productions and
met deadlines using 3dsMax, Lightwave, Softimage, Motionbuilder, Alias\Wavefront,
and proprietary software packages, while I also evaluated other commercial
applications for potential production development.
Current proficiency:
3D Studio MAX 7.0
MotionBuilder
Softimage 3.8 (animation)
Adobe Photoshop
Adobe Premiere
Various source control products
Prior production
experience with:
Lightwave 4.0 – 6.0
Alias\Wavefront Poweranimator
Meta Creation’s Painter 3D
Corel Painter
Right Hemisphere’s Deep Paint 3D