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Objective

To always grow as an artist, an animator, and a human being. I am on a continual path of growth and development, studying the writings and works of those who've gone before me.

Experience
11/00 -- Present: Owner/Manager of 3DStorm.com and AXYL.Net

4/00 -- 11/00: Creative Director: iPal, Inc.
Interface Design, Direction of GUI (Graphical User Interface), Prototyping, Site Production. Overseeing and Directing all visual aspects of the company, the user experience, as well as working on aspects of marketing, positioning and product development. Company closed it's doors.

6/99 -- 4/00: Art Director/Director of Animation: Dragon's Lair 3D
Oversaw the production of the Art Department while focussing on character work as Lead Animator. Managed the direction and production of the Art Department, shaped the overall feel of the product, and developed feature quality animation for the primary character (Dirk). Two months of the project were also spent working as acting Senior Designer.

6/98 -- 6/99: Freelance Animator
Worked various projects while completing my degree at UCLA. Projects include the design, modeling and animation setup for the central character in a Circle K TV commercial.

4/98 -- 6/98: Lead Animator, Charlie Blast’s Challenge, N64: RealtimeAssociates
Modeling and animation of all characters for this real-time, 3rd person family game.

10/97 -- 3/98: Author, "Inside 3D Studio Max R2: Volume III Advanced Animation"
One of two primary authors for this internationally best-selling instructional text on 3D Studio Max R2.
Wrote Chapters 1-4 (200 pages): Topics: Advanced Transformations, Controllers, Expressions & Multiple Modifiers.
(click here to see the book)

7/97 -- 8/97: Animator, Instructional Fly-Through for Boston Univ. Architectural School, Architectural Computer Services Modeling, texturing, and fly-through animation as instructional tool for Boston University School of Architecture.

6/95 -- 6/97: Art Director and Senior Animator, VIRIDIS

· Senior Artist/Animator for "Firewolves" real-time, 3rd person 3D fantasy game for the P.C.
· Lead Artist and Art Director on "Jester" for the Sony Playstation
· Lead Artist for "Tyranasphere" and "Savage II" for the PC.
· Production of all company logos, game logos, and promo videos, including modeling, animation, non-linear digital editing, sound and effects

2/95 -- 10/95: Broadcast Video Animator, ASUCLA Advertising Department
Non-linear digital editing, logos, soundtracks, Photoshop, MM Director, Premiere, & Videography w/Steadycam Jr.

9/94 -- 3/95: UCLA School of Film and Television, Honors Thesis Class 199, Grade: A
Designed Honors Thesis 199 (Upper Division, Independent Study, Honors) course to explore and develop my skills in 3D modeling and animation. Supervised by Professor Dan McLaughlin on production of a 3-minute CG short.

Education

· UCLA Bachelor of Arts in Philosophy  
· Graduated Cum Laude and with Highest College Honors  
· UCLA Regents’ Scholar: Recipient of Full-Ride Academic Scholarship to UCLA  
· Phi Eta Sigma and Alpha Lambda Delta National Academic Honor Societies  
· Recipient of the Seeley UCLA Award for Outstanding Scholarship, 1993  
 

3D modeling, character animation, and Flash animation

are what 3Dstorm is all about. High quality 3d models are built using the latest version of 3Dstudio Max. Characters are built as either low-poly models or patch models. Applications of models range from polygon optimized characters for video games to high poly/patch models for feature work. Characters are hooked up for animation using Character Studio, Biped, and Physique (by Discrete - Kinetix), and hand animated.

The hand keyframing process is often the only way to achieve fluid, custom tailored animation, and it's the only way to animate characters or objects performing actions that break normal physical laws. The quality of keyframe animation is a result of the animator's understanding of timing, weight, anticipation, follow-through, and all the traditional animation principles discovered by Disney, Chuck Jones, Halas, Whittaker, and all the great traditional character animators. 3D is simply a tool of expression, and it is up to the artist and animator to be true to his craft.

Knowledge of the programs doesn't make an artist or animator, any more than knowledge of a hammer makes a craftsman. It is the application of the tools, guided by an understanding of principles, which allows the artist to unleash his creative vision and express it using the tools. The art defines the tools, not vice-versa. 3D Character Animation is the latest development in artistic expression of form in motion. My goal is to elevate the quality of this art form, while expressing concepts that will change the way people view their lives and the world around them.

Thank you for visiting 3Dstorm. Enjoy the examples of 3D models, Character models, character animation and digital art! 3DStorm provides 3D character animation, modeling and artwork for production, video games, and movies.
Artwork created by Dennis Bradshaw, a professional animator and 3D artist located in Los Angeles.

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3D character animation modeling and artwork using 3DStudio Max