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Joshua Mock

Technical Artist | 3D Animator

Experience

Technical Animator / Full Time

Aspyr Media, Austin, TX April 2021 - Present

Responsible for creating a programmatic solution for producing control rigs for realistic creatures, characters, and vehicles while providing support for the VFX pipeline for hair and cloth assets. Support the creative, programming, and engineering teams for game development.

  • Liaise between heads of programming and animation teams

  • Support animation teams with control rigs

  • Solve complex technical issues during development

  • Research and develop technical tools

  • Maintain technical documentation

Associate Designer Figure Animation Technical / Full Time

Universal Studios, Orlando, FL, Sept 2019 – March 2021

Responsible for technical support of the 3D FA development pipeline and on-site animation programming efforts of FA (Figure Animation), AP (Animated Props), and SAE (Show Action Equipment) elements of theme park attractions at Universal.

  • Create appealing animation that achieves the creative vision for the attraction while remaining within the bounds of the animated figure’s mechanical constraints

  • Support development of CG pipeline tools to better support FA Animators and FA Associate Technical Designers in the FA development process

  • Collaborate with other departments within Universal as well as 3rd party vendors and project engineers to conceive, develop, direct, and model FA elements

  • Collaborate with UC Engineering & Safety team to capture biometric data necessary to test and ensure FA safety and work conditions for team members

  • Supports show documentation and data archiving for ride and figure programming for internal archiving and use by park maintenance

Render Support Specialist / Full Time

Ringling College of Art and Design, Sarasota, FL, Sept 2017 – Sept 2019

Provided render support and technical assistance to faculty and students for 3D animated projects using Maya and Maya related plug-ins - such as XGen, MASH, Rapid Rig, and ngSkinTools – as well as Photoshop, Premiere, Nuke, and ZBrush. As part of these responsibilities, developed in-depth working knowledge of XGen (Primitives and Interactive Groom Splines).

  • Created written and video tutorials for faculty and student use to assist them in achieving successful grooms and renders

  • Responded to trouble tickets and provided one-on-one assistance to students and faculty in troubleshooting a variety of technical issues relating to their rigs, sets, animations, grooms, textures, or renders

  • Oversaw eight student “render wranglers” and trained them on troubleshooting techniques as well as introduced them to more complex techniques such as fluid, cloth, and hair simulations

  • Created complex rigs and blendshapes for full-body and facial animation

CG Artist / Full Time

BioLucid / ShareCare Reality Lab, Sarasota, FL, Aug 2016 – Aug 2017

Produced medically accurate assets and animation for PC, VR, and mobile builds using Maya, Mudbox, ZBrush, and Unity.

  • Modeled well over 100 assets for various parts of the vascular system, adhering to strict medical guidelines

  • Modeled and textured over a dozen unique organ assets for use in client-based contracts, as well as for use in mobile and VR platforms

  • Created LOD versions of high-topology meshes for stability and performance in mobile and VR environments

  • Created textures and normal maps from high-topology models

  • Created medically influenced animation for human digestive organs

Concept Artist / Contract

Gray Hairs Productions / Imbued Productions, Sarasota, FL – Remote, Nov 2018 – Dec 2018

Created concept art for use in an Independent Film studio.

  • Created character/creature concept art using Photoshop to depict various stages of a post-apocalyptic disease affecting humans

Storyboard Artist / Contract

MELT Sports & Entertainment, Sarasota, FL – Remote, Jan 2018 – March 2018

As part of a short-term contract, created 10 storyboards for use in television commercials.

  • Created storyboards in Photoshop based on client concept

  • Communicated with art lead to provide desired boards and revisions when applicable

3D Artist / Contract

MakSchu Productions, Sarasota, FL – Remote, June 2017 – Jan 2018

As part of a short-term contract, created 13 clothing assets comprised of six pants and seven shirts.

  • Modeled, textured, and rendered clothing using a variety of software programs, including Marvelous Designer, ZBrush, Substance Painter, Photoshop, and Arnold render engine

United States Marine Corps / Full Time

Gunnery Sergeant (Retired), Marine Corps Fixed-Wing Aircraft Mechanic, AV-8B/TAV-8B, MOS 6212, Cherry Point, NC, July 1992 – July 2012

Inspected and maintained aircraft engines, engine components, and fuel systems and performed duties relating to flight line operations. As an NCO and SNCO, provided training and supervision to subordinate Marines.

  • Mentored and trained hundreds of Marines over a 20-year career

  • Responsible to the Aircraft Maintenance Officer and Commanding Officer for the security, safety, and well-being of aircraft and personnel in my charge

  • Coordinated with other departments for scheduled and unscheduled maintenance as needed

  • Served as Squadron Gunnery Sergeant for a period of 3 years

Education

Ringling College of Art and Design

Sarasota, FL - BFA, Computer Animation, May 2016, GPA 3.67 / 4.0

Skills

  • Modeling

  • Illustration / Composition

  • Troubleshooting / Problem Solving

  • Character Design / Concept Art

  • Teaching / Mentoring

  • Rigging

  • Animation

  • Tool Development / Scripting

  • Pipeline Support

  • Organization / Data Management

Software Proficiencies

  • Mudbox

  • Marvelous Designer

  • Substance Painter

  • Unreal

  • Unity

  • Maya

  • Shotgun

  • ZBrush

  • Photoshop

  • Premiere Pro

  • Nuke