EMPLOYMENT HISTORY
Principal Character Technical Artist, Insomniac Games
Team Lead/Principal Character Technical Artist, Activision Treyarch, Infinity Ward Manage a team of 5-10 artists tasked with creating character heads and face FACS libraries. Combined technical and artistic abilities to accomplish challenging animation objectives. Set and maintain high standards of quality for asset production. Create body and facial system pipelines.
• Developed new facial rig pipeline with the support of the technical code team and direction from the animal department.
• Improved the turnaround on assets by implementing agile work methods to enhance project execution and efficiency. 2016 - 2018
CG Supervisor/Creative Lead, PV6, Los Angeles, CA
Worked alongside writers, Directors, and producers to create unique designs to translate artistic vision into a 2D animated visual medium.
• Ensured delivery of production assets.
• Improved morale by including senior staff members and newly onboarded contractors. 1158 140th Ave. SE., Bellevue, United
States, 98005
************@*****.***
RAMAHAN FAULK
PRINCIPAL ARTIST / ART DIRECTOR
PROFESSIONAL SUMMARY
Principal Artist / Art Director with 13 years of experience in the film and video game industries, driving innovation and excellence in digital asset production. Expert in department coordination, team management, and fostering client relationships, with a proven track record on high-profile projects like Avatar and Call of Duty. Passionate about pushing the boundaries of visual storytelling and mentoring the next generation of artists. Led FACS-based facial rigging R&D for Spiderman 2 and Wolverine, enhancing character realism. Developed advanced facial rigging techniques, improving animation quality and production efficiency. Collaborated with animators and modelers to integrate facial rigs into character pipelines, ensuring seamless workflows. Resolved complex rigging issues, contributing to the successful release of high-profile titles. Implemented innovative solutions, significantly improving character expressiveness and player engagement. Led FACS-based facial rigging research, enhancing character realism for high-profile titles like Spiderman 2 and Wolverine. Directed innovative facial rigging techniques, significantly improving animation quality in Spiderman 2 and Wolverine. Partnered with cross-functional teams to develop advanced facial rigging systems for Spiderman 2 and Wolverine, boosting animation fidelity.
Implemented cutting-edge facial rigging methods, achieving superior character expressions in Spiderman 2 and Wolverine. Pioneered new facial rigging technologies, setting industry standards and elevating character animation in Spiderman 2 and Wolverine.
Engineered new facial rigging techniques, elevating character animation standards and enhancing player immersion.
• Drove operational improvements, resulting in efficiency and cost on all creative projects.Led a team of animators to produce high-quality 2D animations, boosting project completion rates by 20% through effective resource management. Partnered with cross-functional teams to integrate feedback, ensuring seamless production workflows and enhancing final product quality.
Implemented new animation techniques, resulting in a 15% reduction in production time and improved visual storytelling. Analyzed and optimized production pipelines, identifying bottlenecks and reducing project costs by 10%. Directed creative projects from concept to completion, consistently meeting deadlines and achieving client satisfaction. Guided animation team to deliver projects 20% faster, enhancing client satisfaction and overall project efficiency. 2014 - 2015
Modeling Supervisor, Blur Studios, Culver City, CA 2012 - 2013
Senior Facial Technical Director, Digital Domain, Venice, CA 2010 - 2012
Models Department Supervisor, Lucas Film, Singapore Consulted with directors to ensure design direction, implemented by the model’s department. Resourced and managed artists to accomplish production goals on preset timelines.
• Mentored and inspired a large models department, focusing on production and morale.
• Collaborated with motion capture department to collect and apply data for specific characters. EDUCATION
Degree in Computer Science, Full Sail University, Orlando, FL COURSES
1992 - 1999
Aviation Turbine Mechanic at United States Navy
SKILLS
Department Coordination Visual Art Direction
Infrastructure Improvements Team Management
Animation FACS Rigs
Art Mentorship Software Acquisition
Creative Direction Technical Direction
Client Relationships Vendor Relationships
Led a team of 10-25 artists, managing onsite and remote collaboration. Enhanced asset development workflows, achieving higher quality outputs. Streamlined asset development workflows, resulting in a 20% increase in production efficiency and overall quality. I fostered a cohesive team environment, balancing technical and artistic expertise to meet challenging animation goals. Passionately guided artists through complex animation tasks, achieving exceptional results and fostering a creative atmosphere.
Introduced cutting-edge techniques to push the boundaries of animation quality and efficiency. Pioneered new animation techniques, enhancing visual fidelity and setting industry benchmarks. Developed photoreal FACS libraries for multiple shows, enhancing visual accuracy. Analyzed project data, recommending actionable insights and improving project outcomes. Managed tech improvements, boosting efficiency and reducing production time. Led the creation of advanced photoreal FACS libraries, enhancing visual effects realism across multiple high-profile projects.
Implemented technological advancements that increased project efficiency, driving higher productivity and quality in deliverables.
Pioneered new techniques for facial animation, resulting in more lifelike character performances and industry recognition. Coordinated with cross-functional teams to integrate new tech solutions, fostering a collaborative environment and streamlined workflows.
Presented data-driven recommendations to stakeholders, influencing strategic decisions and securing buy-in for key technological improvements.
Devised novel techniques for facial animation, significantly elevating character realism and earning industry accolades. L INKS
Reel IMDB
MobyGames
ADDITIONAL INFORMATION
Career Experience
PRINCIPAL CHARACTER TECHNICAL ARTIST, INSOMNIAC GAMES 2021 to 2023
• FACS Based Facial Rigging R&D for: Spiderman 2, Wolverine Career Experience
TEAM LEAD/PRINCIPAL CHARACTER TECHNICAL ARTIST, ACTIVISION TREYARCH, INFINITY WARD 2018 to 2021
Manage a team of 5-10 artists tasked with creating character heads and face FACS libraries. Combined technical and artistic abilities to accomplish challenging animation objectives. Set and maintain high standards of quality for asset production. Create body and facial system pipelines.
• Developed new facial rig pipeline with the support of the technical code team and direction from the animal department.
• Improved the turnaround on assets by implementing agile work methods to enhance project execution and efficiency. Career Experience
CG SUPERVISOR/CREATIVE LEAD, PV6, LOS ANGELES, CA
2016 to 2018
Worked alongside writers, Directors and producers to create unique designs to translate artistic vision into a 2D animated visual medium.
• Ensured delivery of production assets.
• Improved morale to include senior staff members and newly onboarded contractors.
• Drove operational improvements which resulted in efficiency and cost on all creative projects. Career Experience
MODELING SUPERVISOR, BLUR STUDIOS, CULVER CITY, CA 2014 to 2015
• Managed onsite and remote artists 10-25.
• Implemented improved workflows for asset development to achieve higher quality.
• Combined technical and artistic abilities to accomplish challenging animation objectives. Career Experience
SENIOR FACIAL TECHNICAL DIRECTOR, DIGITAL DOMAIN, VENICE, CA 2012 to 2013
Developed Photoreal FACS libraries for multiple shows.
• Analyzed project-related information and made recommendations based on discoveries.
• Managed implementation of new technological improvements resulting in increased efficiency. Career Experience
MODELS DEPARTMENT SUPERVISOR, LUCAS FILM, SINGAPORE 2010 to 2012
Consulted with directors to ensure design direction, implemented by the model's department. Resourced and managed artists to accomplish production goals on preset timelines.
• Mentored and inspired a large models department, focusing on production and morale.
• Collaborated with moon capture department to collect and apply data for specific characters.