Stephen Dautner \\ Resume ****
**** ************ ***. *** ** Brighton MA. 02135 518-***-**** abqh4p@r.postjobfree.com
Portfolio Website
www.stephendautner.com/secret.html
www.Stephendautner.com
Work Experience:
Stomp Games June 20011 November 2012 Concord MA
Robot Rising:
Worked with a small team of animators and FX artists to create animations and FX under stringent performance and
time restrictions. Limitations on FX were so severe that we were not able to use more than 8 particle emitters on
screen at any given time. As a result I picked up techniques to make super efficient mesh effects. Being one of only
two animators and one of four effects artists, I had a lot more control over key decisions in performance and look.
-Worked with a small team of artists devoted to creating character animations and FX at the utmost quality within
tight performance limitations.
-Pushed the boundaries of Facebook game visuals while adhering to a strict limitation on bone count and particle
emitters. Most effects in game had to be produced with animated meshes without the use of emitters.
-Have production experience using the unity engine for character animations and FX creation/integration.
MMO (Unreleased):
-Animated a plethora of character and creature types including bipedal, quadrupedal, and crustaceans.
-Worked with a proprietary character blending system to produce unique upper and lower body animations for
player characters.
-Created and cleaned up cloth simulations for monsters and player character animations.
-Worked in tandem with another studio in Shanghai gaining experience working with other artists, producers,
designers, and programmers based in China.
-I have an understanding of the needs and expectations of the Asian marketplace and the operations/protocols that
are necessary for working with foreign clients.
Firaxis Games December 2009 January 2011 Sparks MD
XCOM: Enemy Unknown
Worked with the core animation team at Firaxis to create key frame animations for Muton, Sectoid and other
characters in XCOM: Enemy Unknown.
-Working as part of a team to rig, skin and animate in game characters.
-Created animations in accordance to engine and character animation tree requirements.
-Learned guidelines for creating animations that complement design and gameplay requirements.
-Gained experience working in a modified version of the Unreal 3 engine.
-Learned industry techniques for working with and cleaning motion capture data.
Big Huge Games October 2007 - April 2009 Timonium MD
Kingdom Of Amalur: Reckoning
Worked with a team of environment artists to create tile sets and assets for real time in game environments for
Kingdom Of Amalur Reckoning.
- Worked as part of a team to produce art assets under stringent deadlines and standards that met the needs of a real
time game environment..
- Learned how to produce assets using proven industry techniques and pipelines.
- Used Crazy bump, Zbrush and projection techniques to make base textures.
- Gained experience in using Direct X shaders in 3ds max and engine for complex multilayered textures.
US Army Design and Manufacturing Division June 2007-August 2007 Aberdeen Proving Grounds,
Edgewood MD
Hired by the US Army to animate, model, rig, unwrap and texture assets used in animations/simulations designed to
provide visual aids for presentations shown to senior members of the military/government.
-Worked as part of a team to produce animation assets under stringent deadlines.
-Used Zbrush in the creation of normal maps for animated characters.
-Character rigging and animation using Character Studio in 3ds Max.
Freelance Illustration September 2004 present Baltimore, MD
Published in Sunday Op Ed section of the Baltimore Sun Newspaper
Employed by musicians of the Musical group The Mud Bugs to create album art.
Worked for Port Urban and other independent web designers in the creation of illustration and animation for
the aesthetic improvement of their websites.
Produced poster for local music venue The 8x10 club advertising upcoming band performances.
Created a series of Op Ed Illustrations for use by the Baltimore Sun Newspaper.
Illustrated poster advertising a MICA social event.
Employed to create illustration commemorating the 25th anniversary of Habitat For Humanity
Front End Clerk June 2005 to September 2005 Hanaford, Niskayuna. NY
Served as customer representative and assisted customers on a one to one basis to fulfill their needs. Acted as
manager of the bottle-recycling center, trained new employees to perform the tasks associated with running the
recycling center.
Relevant Coursework:
CG Society Workshops
Figure Painting Don Seegmiller
Monster Paiting Don Seegmiller
Photo realistic Texturing Paul Fedor
Animation Mentor April 2010 January 2012 Bobby Beck, Carlos Buaenna, Shawn Kelly
Class 1 Mentor: Scott Lemer - Blue Sky Studios
Class 2 Mentor: Shaun Freeman - Reel FX
Class 3 Mentor: Mark Pudliner - Walt Disney Studios
Class 4 Mentor: TDan Hofstedt - Walt Disney Studios/Reel FX
Class 5 Mentor Brent Homman - Walt Disney Studios
Class 6 Mentor Greg Wittaker
3d Character Development January 2007 May 2007 Greg Foertsch
Instructed by an art lead of Firaxis Games, gave insight on the internal workings of the game industry. Instructed on
how to create normal maps, using zbrush, and industry modeling techniques.
Skills:
Working in Unreal Engine, Crazy Bump, Photoshop, Illustrator, Image Ready, Premiere Pro, 3d Studio Max 2010,
Maya 2010, Cinema 4D, ZBrush, Flash MX, Fireworks MX, Corel Painter, Microsoft Office, Experienced with
computer hardware and computer construction.
Education:
Maryland Institute College of Art. September 2004 2008
BFA in Illustration with a concentration in animation GPA: 3.42
CG Society Workshops
Figure Painting with Don Seegmiller October 2009 December 2009
Monster Painting with Don Seegmiller January 2010 March 2010
Photo Realistic Texturing with Paul Fedor October 2009 December 2009
Animation Mentor May 2010 - Current
Recognition:
Deans List: Fall 2004, Spring 2005. Spring 2006, Fall 2006, Spring 2007
Awarded Presidential Scholarship Fall 2004