Ryan Chan
  • Portfolio
  • About / Resume
  • Contact
Picture
Print Ready Resume
I’m a Seattle area based technical artist who finished studying at DigiPen Institute of Technology, specializing in Technical Art for Rigging and 3D Animation. My focus is in the video game industry, but my discipline is applicable for other animated media as well.

Technical art has been a great fit for me as someone who came from an engineering background. And after trying my had at animation, tech art is the perfect mix!

EXPERIENCE

343 Industries Character Technical Artist Intern

Summer internship on the character technical art team working on bug fixing for Halo Infinite. Bugs involved ragdoll tuning, editing model geometry and skins, created and tuned LODs.

DigiPen Teaching Assistant

Assisted for DigiPen's Introduction to 3D Graphics, introduction to 3D Animation, and Figurative Sculpture Classes. (CG 225, CG275, ART 201/228)

EDUCATION

Picture

DigiPen Institute of Technology
​             - Bachelor of Fine Arts in Digital Art and Animation

April 2021

Specialized curriculum focused in technical art for rigging, 3D Animation, and knowledgeable in 3D Modeling. Worked on multiple game projects mostly as an animator and rigging.
Picture

Green River College
​             - Associate in Arts

March 2017

Started attending during my senior year of high school, focused in mathematics and mechanical engineering until changing my major to fine art. Graduated with honors.

TEAM PROJECTS

  • Enooom
  • Opera Haus
  • K.O. Radio
  • Bear Metal 2046
<
>
Picture
Personal Demo Reel of Game

Until You Wake

09/2020 - 12/2020
Animator for the third-person shooter Unity game. Animated the main character and the boss. Joined team later into its development to remake all animations to polish for the game to ship. Recreated the asset spreadsheet for animations, and help troubleshoot issues regarding rigs and Unity integration.
Picture
Game Website

Lirica

09/2019 - 08/2020
Lead Animator for a Master's Thesis with a team of 22 people and managed animation work between 5 people. Additional lead responsibilities include asset organization, and coordinating with modelers, riggers and programmers to get animation assets in game.
Picture

CrossBeat

09/2018 - 04/2019
Animator for the competitive rhythm game using a custom engine built by our programmers. Rigs and animation were created using Esoteric Spine and exported on sprite sheets. Developed an understanding of source control and video game production pipeline.
Picture
Robotics team at associated with the FIRST Robotics Competition (FRC). I got my first experience working on a large 40 person team learning the importance of organization, cooperation, and  compromise. I was a design engineer, metal fabricator, and robot operator.

TOOLS

AUTODESK MAYA

Rigging
With a decent background with animation, I know what is expected of rigs and other features that will help workflow of animators.
Features I'm familiar with are:
  • Logical Controllers
  • Custom Attributes
  • Set Driven Keys
  • IK / FK Switches
  • Blend Shapes
  • Skin Weighting
  • Spline IK
  • Game Engine Ready
  • Node Editor
Animation
I have experience creating 3D character animation for physicality and dialogue. I have used the game animation pipeline to create assets for multiple team projects. Proficient with the principals of animation, being able to incorporate them to make convincing animations.
Modeling
I understand the retopologizing process very well and the importance to have useful edge loops for deformations in animation and polygon efficiency. I can create other simple geometric assets as well.

GAME ENGINES

Unreal
Created a solo game project using Unreal Engine to showcase my robot rig. Created animation and character blueprints. Blueprints include state machine blending and animation notify events are used to make animations behave correctly.

Lirica, my 3D Junior game uses the Unreal Engine (v4.22.3). I test all the animations and rigs in engine before handing them off to the programmers to be implement into the project.

Unity
Until You Wake  is the senior game project made in Unity (v2019.3.15). I was not too involved in the engine side of things as I was just making animations. I hope to explore it more in the future.
Slipspace
Engine that runs Halo Infinite. Picked up this triple 'A' game engine, fixed bugs and tuned assets. Created rig assets for test implementation.

Misc.

2D Programs
Esotiric Spine - Animation for 2D games. From Photoshop concepts, rigging animation move sets, and exporting spritesheets. Used to create the animations for my Sophomore game, Crossbeat, at Digipen.

Storyboard Pro - Creating simple storyboards and timed animatics.

Adobe Products - Like any art student, I have experience with adobe products.
  • Substance Painter - Texturing 3D models.
  • Photoshop - Painting, photo manipulation.
  • Illustrator - Graphic Design, Logos, and vector art.
Future Ambitions
Python - Currently taking classes to learn python and have future projects in mind to gain further experience in the programming language.
SideFX Houdini - I plan to take classes for Houdini for procedural animations, crowd simulation and other specialized rigging techniques in Houdini.
Blender - I want to learn Blender to the same extent as Maya to further expand my skill set.

All Rights Reserved ©
6850 122nd Ave NE,
Kirkland, Washington

Tel: 206-859-7997 (Text)
Email: info@ryan-chan.net

Powered by Create your own unique website with customizable templates.
  • Portfolio
  • About / Resume
  • Contact