Jon Finch Home: 562-429-6594 Cell: 562-216-3685 email: Jon@BirdBrainStudio.com Website: www.BirdBrainStudio.com Online Letters of Recommendations: www.linkedin.com/in/joncfinch Summary - Specialize in CG asset creation/management for commercials,TV and Feature Films - Experienced in translating 2D concepts to CG Elements - College level teaching, Jr artist mentoring and maintaining overseas studios relations /communications EXPERIENCE Fuhu Inc El Segundo, CA Duties include.... - Creating CG department - Finding/interviewing/hiring artists - Directing hardware/software needs for team - Leading the modeling of characters and environments - Guiding the technical aspects of the CG department - Hair R&D - Polygonal and Maya nHair grooming, Mental Ray rendering and using p_HairTK shaders - Character rigging - Mentoring jr. artists - Working with over seas studios - General Maya troubleshooting Fuhu, Inc., creator of the nabi tablet, is a leading designer, seller and innovator of thoughtful consumer products and services for children. www.nabitablet.com, www.nabishop.com , www.fuhu.com 11/2013 – 4/2014 look-dev character modeler Xing Xing studios 'Smart" feature animated film 9/2013 – 11/2013 Blind Squirrel Games 3176 Pullman Street Suite 107 Costa Mesa, CA 92626 Character artist/character technical artist on next gen console development project “The Evil Within” working with Bethesda Studios - Developing character modeling pipeline - Retopologizing/upresing/adding detail to silhouettes of low res character models and textures. - Re UVing to match existing UVs - Re rigging/adding to rig for secondary animation control and working with the animation team http://www.blindsquirrelgames.com/ 4/2013 – 8/2013 The Walt Disney Television Animation 500 S. Buena Vista Blvd. Burbank, CA Worked on Season 1 of "TRON: Uprising" TV series for the Disney XD channel as a CG artist doing a little bit of everything - modeling, shading, particles, rigging, texturing, lighting, heavy use of render layers and referencing in Maya, Maya, NUKE and Mental Ray troubleshooting, working with over seas studio, compositing in NUKE and After Effects and lip sync and character animating. Working heavily in NUKE with .EXR files, shuffle node, animating rotos/masking, Sapphire plugins (warps, heat effects and water effects) and tracking. After Effects was used for animated textures (HUD displays, billboards, special effects on surfaces in Maya) to be brought back into Maya and rendered as a separate pass to be composited in NUKE Also worked on the NEW show "Gravity Falls" on the Disney channel....character modeling and intergrating CG into 2D scenes. http://tv.disney.go.com/disneychannel/gravityfalls/ 40th Annie Awards winner............................. Production Design in an Animated Television/Broadcast Production Alberto Mielgo ‘Tron: Uprising: The Stranger’ – Disney TV Animation Character Design in an Animated Television/Broadcast Production Robert Valley ‘Disney Tron: Uprising: The Renegade, Part I’ – Disney TV Animation 4/2012 - 4/2013 King and Country 1808 Stanford St. Santa Monica, CA 90404 - Senior character modeler http://kingandcountry.tv 3/2012 – 4/2013 Trailer Park 6922 Hollywood Blvd., 11th Floor Hollywood, CA, 90028 - Using primarily Maya, but also 3D Studio MAX - Rigged, fixed, posed, lit and rendered game assets for print campaigns. http://www.trailerpark.com/ Disney Interactive Studios 5161 Lankershim Blvd. North Hollywood, CA 91601 3/2012 - 3/2012 - Modeling high resolution environments in Maya and ZBrush - Creating textures for environments including height maps, color maps, normal maps, spec maps and transparency maps in Photoshop and ZBrush - UV map textures to polygonal surfaces using ZBrush and Maya - Rendering/troubleshooting with Mental Ray - Using/consulting on Disney proprietary software - Working closely with software engineers and avatar teams 9/2011 – 03/2012 DreamWorks Animation Television (W!LDBRAIN Entertainment LLC) 15000 Ventura Blvd. Sherman Oaks, CA 91403 Maya character modeler/CG consultant on the development team for the Dreamworks property “How To Train Your Dragon” TV series due to aire on Cartoon Network. Modeling vikings and dragons and creating, normal and occlusion maps in ZBrush. Working with overseas studios. www.wildbrain.com 4/2011 - 9/2011 California State University - Long Beach 1250 Bellflower Boulevard Long Beach, California 90840 I'm teaching beginning Maya 3D to students in the illustration/animation track at CSU-Long Beach 2 nights a week. The class is Macintosh based with 17 BFA students. www.CSULB.edu 1/2011 - PRESENT Sony Pictures Imageworks 9050 Washington Blvd. Culver City, CA Character, environmental and prop modeler on the CG animated feature “Hotel Transylvania” - Organic Modeling - characters, creatures, clothing, props - Hard Surface Sub-D Modeling - vehicles, interiors/exteriors, props - Worked closely with hair/cloth/texturing/look-dev teams - Proactive communication - Deadline oriented www.imageworks.com 4/2010 – 11/2010 The Walt Disney Studio DisneyToon Studios 500 S. Buena Vista Blvd. Burbank, CA Front End CG Look Development modeler - “Tinkerbell and the Mysterious Winter Woods” - Responsible for modeling clothing, corrective / facial blendshapes and digital maquettes of main fairy characters, animals, environments and props for director approval. - Promoted positive working relationship with over-seas studio - Prana - Consulting on production issues dealing with rigging and modeling 10/2009 – 1/2010 Nickelodeon Animation Studios 231 West Olive Burbank, CA 91502 Lead Character Technical Artist working on a show based around the DreamWorks feature “Kung Fu Panda”. - Directed internal junior TDs with character rigging - Managed over-seas studios with prop rigging - Mediated internal generalist team with prop rigging - General Maya problem solving - Working closely with CG supervisor and animation supervisors www.nick.com 10/2008 – 10/2009 Warner Bros Studios Main Street Pictures Burbank, CA Modeling corrective and facial blendshapes and CG Characters and Environments for Warner Bros. produced CG shorts on the Warner Bros. lot. - Making character models riggable while maintaining efficient use of subDs and polygon geometry, and stylizing environments in line with Art Direction. - Worked closely with the Director to achieve the look while being considerate of creating and supporting a healthy asset/deliverable for others in the pipeline. - Hard and organic modeling in Maya and XSI. - Modeling properly for cloth. http://hivfreegeneration.warnerbros.com - "Click" on "LEARN" to view CG shorts 8/2008 - 10/2008 iMAGi Animation Studios 15301 Ventura Blvd., Bldg. D, Suite 210 Sherman Oaks, CA 91403, USA As a CG designer/Generalist, I work with the art director/director and as part of the look development team to define all the technical and artistic aspects needed to create the appearance of an element to be used in Astro Boy. Developed CG characters/sets/props models, rigging R&D, hair grooming, cloth simulation, lighting and acting as a liaison between the IT and art department. www.imagi.com.hk 10/2007 – 8/2008 Nickelodeon Animation Studios 231 West Olive Burbank, CA 91502 Maya Character Technical Artist developing 2 new CG shows at Nick. The first is “Tak and the Power of Juju” based around the video game and the other show is based around the penguins from the DreamWorks feature “Madagascar”. I fabricated CG models, lighting and layout ...all in conjunction with overseas studios. www.nick.com 01/2007 – 10/2007 nVIDIA 2701 San Tomas Expressway Santa Clara, CA 95050 Senior Maya artist working off-site on the marketing demo team. Experience included general Maya production for real-time game art assets, but primarily rigging issues. http://www.nvidia.com 10/2005 – 01/2007 SPC Skyline The Old School Church Lane Stonham Parva Suffolk IP14 5JL Contracted Maya technical supervisor for an all 3D preflight video inspired by the Pixar movie “The Incredibles” . In addition to supervising, duties included rigging all characters and most of the props, some lighting, UV set-up and texturing. http://www.skyline-ife.co.uk 5/2005 – 10/2005 e2amp, Inc. 3151 Cahuenga Blvd. West Suite 225 Los Angeles, CA 90068 DVD cover. I moderated the design and CG assets for the final product. http://www.e2amp.com 3/2005 – 5/2005 310 Studios 419 South Flower Street Burbank, CA 91502 Contracted Maya/MAX artist working on various projects. http://www.310studios.com 5/2002 – 04/2012 M33, Inc 219 Dufferin Street Suite 307C Toronto, Ontario M6K 1Y9 Contracted Maya artist contributing to the design and lighting of promotional graphics of Ruby, the 3D PR character for ATI technologies Inc. http://www.ati.com/ruby/ http://www.m33inc.com 3/2005 – 6/2005 Bardel Entertainment Inc. 548 Beatty Street Vancouver, BC V6B 2L3 Contracted Digital Prop and Character modeler for the feature animated film “Happily N’Ever After” with Berliner Film Company. Duties include modeling and UVing characters and props. Please contact Steve Melchiorre for reference. www.bardelentertainment.com 1/2005 - 4/2005 Digital Domain Inc. 300 Rose Avenue Venice, CA Contracted Digital Prop and Character modeler and UVing artist for the Disney 50th Anniversary commercials. www.d2.com 9/2004 - 11/2004 Creative Capers Entertainment 520 E Broadway Glendale, CA 91205 Freelance Maya and 3D Studio MAX modeler, texture artist, animator on pre-production video for Electronic Arts' “Command and Conquer” franchise and other various projects. www.creativecapers.com/ 1/2004 - 2/2004 The Walt Disney Studio Television Animation 500 S. Buena Vista Blvd. Burbank, CA Digital Prop and Character Technical Director - Maya polys/NURBS modeling, rigging of props and characters, 3D layout, R&D of camera texture projection techniques, Disney toon-shader TD, muscle systems and "stretchy" character rigging. Working with IRIX, LINUX, Windows and Mac platforms. I worked on: Kronk’s New Groove Bambi II Tarzan II Mulan II Lilo and Stitch: The Movie Lilo and Stitch: The series (Disney Channel Series) Jungle Book II Pooh’s Heffalump Movie American Dragon (Disney Channel Series) Fox and the Hound II and other future releases I’m unable to mention at this time. 9/2002 - 9/2004 The Art Institute Los Angeles 2900 31st Street Santa Monica, CA 90405-3035 Maya instructor - Beginning Maya and character setup instructor. Special Projects class “Producing a Demo Reel”. 3D Studio MAX instructor - 3D animation, modeling and 3D MAX to Maya transitional workshops. www.aila.artinstitutes.edu 1/2002 - 7/2002 The Art Institute OC 3601 West Sunflower Avenue Santa Ana, CA 92704-9888 Maya instructor - Beginning Maya. www.aila.artinstitutes.edu 1/2002 - 7/2002 The Krislin Company 30147 Canwood Street #200 Agoura Hills, CA 91301 Character Technical Director: Developing studio properties and working on the Sitting Ducks Production team. Duties include: Research and development, conceptualizing, modeling, texturing and animating 3D characters and props, rigging, morph targets and Lip-syncing. www.krislincompany.com www.elliottanimation.com 3/2001 - 9/2002 Launch Media 2700 Pennsylvania Avenue Santa Monica, CA Contracted 3D Studio MAX modeler/animator. Duties include 3D modeling, texturing, After Effects compositing, animation and production of all vehicles (trains, cars and buses) in the city, RealTime set design and production on TV pilot for F/X Network. http://www.LAUNCH.com 4/2000 – 1/2001 Styleclick.com (ModaCAD) 3861 Sepulveda Boulevard. Culver City, CA 90230 3D digital project manager working on a software engineering team. I coordinated a small team of artists for creation of low-poly game art assets for software, low poly-modeling, texturing, 3D web imaging (using Cult3D and MetaStream products), 3D scanning and animation in Lightwave and 3D Studio MAX. www.Styleclick.com 6/1995 – 4/2000 EDUCATION Santa Monica College Academy of Entertainment & Technology 2D / 3D Animation Santa Monica, CA UCLA Extension Storyboarding/Marker Techniques University Of California Los Angeles 1995 California State University Long Beach, CA Illustration Department 1987 – 1992 Ventura J.C. AA Degree - General Education Ventura, CA 1984-1987 Skills • 2D sketch artist • Low and High Polygon Characters/Sets/Prop Modeling – ZBrush, Maya & dRaster NEX • Cavity maps - Ambient Occlusion – Normal - ZBrush • UV Mapping – Maya & Headus UVLayout • Texturing – ZBrush & Photoshop • Rigging of Characters/Sets/Props – Maya • Teaching • Hair Grooming – Maya & Shave and a Haircut Groups and Associations: ASIFA - international animated film society member Local 839 IATSE - Animation Union EAA - Experimental Aircraft Association References available upon request