Simon Paul Mills: Senior Artist/Animator/Rigger |
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Work History |
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| • Freelance: Jan 2007 – Present |
This is a list of some of the clients I have worked with: |
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| Uli Meyer Studios: Nov 2008 ‐ Present (Freelance) Senior Character Rigging TD |
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| TV Commercials: Domestos Honey & Nut Loops |
| Responsible for setting up advanced full body squash and stretch rigs with detailed facial systems in Maya and delivering them on tight deadlines. Each character on the Domestos projects are unique germ characters with varied proportions, limbs and tentacles. I wrote scripts and tools in Mel to streamline process and add special functionality to the rigs. |
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| Renkewitz Studios: Sept 2009 ‐ Present (Freelance) Senior Artist/Animator |
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| Game Trailers: Prince of Persia: The sands of time & Lost Planet 2 |
| Responsible for animating creatures and enhancing existing game character models, textures and rigs in XSI and 3D Studio Max to be used on pre‐rendered, HD cinematic style game trailers. |
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| Liquid Development: Jan 2007 – Present (Freelance) Senior Technical Artist |
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| Games: Fable2, Guitar Hero2, Rockband, Hellgate, Aliens: Colonel Marines, Freaky Creatures, Section8 |
| Responsible for creating a huge range of characters, weapons and environmental outsourced assets in Max, Maya and XSI for a variety of AAA Games on tight deadlines. Each had very different workflows and specifications, some examples: Normal Map creation from high poly models and normal map generation from textures, intricate UV tiling setups and additional UV channels for light maps in the Unreal Engine, character models created so parts are interchangeable with other characters and reverse engineering of assets in order to a learn process of creating more content of the same style. |
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| • Raven Software: Sept 2003 - Jan 2007 (In Studio) |
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| Games: Quake 4, Marvel Ultimate Alliance, Xmen Origins: Wolverine, Wolfenstein |
| Responsible for animating characters and cameras for in-game cinematic sequences and then scripting them into the Doom 3 Engine, rigging and character animations in Maya and 3d Max, high and low polygon modeling for major characters and set elements, UV mapping, texturing and teaching software and work methods. |
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Education |
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