Hilda Karugabira
Hikabira.com • hildakarugabira.blogspot.com
Objective: To work as an animator in the visual effects and game industry.
Education:
The Art Institute of California at San Francisco, SF, CA
Bachelor of Science Degree, Media Arts and Animation.
Skills:
Technical: Maya, Photoshop, After Effects, Flash, Dreamweaver, Video/Audio.
Artistic: Animation, Modeling, Illustration, Character Design, Editing, Compositing, Concept and Graphic Design.
Experience:
June 2008 – April 2011
Rivet Games, San Francisco, California
Position: Creature Animator
Foopets.com - Online virtual pets
• Creating walk cycles and other animation for a casual social gaming product built around virtual pet ownership.
• Transferring animation to new breeds of dogs and cats as they were featured on the site.
• Modeling props for play animation.
• Modeling interiors and furniture for virtual space expansion.
• Creating backgrounds and weekly sale items in Photoshop for the virtual space.
• Creating concept art for new game pitches.
Jan 2005 - May 2008
Locomotive Games (THQ Inc), Santa Clara, California
Position: Animator
Unannounced Title – Wii
• Creating in-game character rigs and animation.
Destroy All Humans: Big Willie Unleashed - Wii
• Scene and character layout for pre-rendered cinematic animation.
• Animating pre-rendered scenes.
Ratatouille - PSP
• Creating in-game animation and checking character assets into game builds.
• Rigging characters for in-game and high-res, pre-rendered animation.
• Scene and character layout, reassembling in-game levels used in
-rendered animation.
• Creating character concept art, modeling characters using movie
reference.
• Creating textures using Photoshop.
Cars - PSP
• Creating in-game and pre-rendered cinematic animation.
• Rigging characters for in-game and high-res, pre-rendered animation.
• Modeling characters from movie reference.
• Creating textures using Photoshop.
• Creating interface icons.
• Capturing screen shots of game play.
June - Aug 2004
Palma VFX (Internship)
Position: Animator
Lord of the Rings: The Third Age - PS2
• Animating in-game cinematic sequences using Maya.
• Transferring and cleaning up mocap information.
• Composing and editing sequences using Maya.
References: Available upon request.