Chris Bullock
Lead Animator @Heart Machine
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WORK HISTORY
Lead Animator @Heart Machine
EDUCATION
Animation Mentor
Certificate, Character Animation
Rensselaer Polytechnic Institute
B.S., Electronic Media, Arts, & Communications (3D Computer Graphics & Video Post-Production)
SKILLS
ABOUT CHRIS BULLOCK
I have the privilege of being the Lead Animator for a great team at Heart Machine on Hyper Light Breaker, which I have been working on since November 2020 in myriad capacity. Early on, in concert with the Character Art team, I helped improve the rigging and animation pipeline from the studio\'s first 3D project, including being responsible for all of the studio\'s custom mGear components that we use in production. I\'ve even delved into some C++, implementing some improvements to our run-time bone-based cloth solution.Prior to joining Heart Machine I was an AI Animator at Treyarch, where I worked on the Zombies Chronicles expansion for Black Ops 3, Call of Duty: Black Ops 4, and Black Ops: Cold War. Most of my work was done for the Zombies game mode, where I was point animator on multiple AI Archetypes. Most of my time was focused on hand-keyed creature work, but I also frequently worked with motion capture-or some combination of the two. I was also on loan for several months to help out at Infinity Ward on Modern Warfare (2019) on the 3rd Person Multiplayer Animation team. Prior to Treyarch, I was at Toys for Bob (Activision) as an animator on Skylanders: Imaginators. Before this, I was working on Skylanders: Superchargers as an animator at Vicarious Visions-where I\'ve also held different roles over the years, from as far back as the Guitar Hero days: from QA to skinning (weighting) and rigging, to asset conversion, to VFX artist on various projects. Due to being able to grasp analytical, technical, and artistic challenges, I\'m able to move around into different positions as needed (with animation being my main strength and passion).In my \"free time\" I experiment with shader-writing, and have implemented a physically-based lighting model for the rFactor2 racing simulation software. I also enjoy reading-up on the nitty-gritty details of game engine coding (e.g. Game Engine Architecture by Jason Gregory, Real-Time Rendering by Hoffman et al, and Physically Based Rendering by Pharr and Humphreys).
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