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