Logan Bender Technical Artist
- logan.e.bender@gmail.com
- http://home.avvanta.com/~loganb
- linkedin.com/in/logan-bender-6414ab58
- 206 973 9555
I am a technical artist with over 20 years of experience in games. I believe in iteration and efficiency in art pipelines, and make art tools to facilitate this. I enjoy building animator friendly character rigs, scripting time saving tools, and troubleshooting workflow issues with engineers and finding out why things break. I have worked with all major software packages found in game content development. I have experience with Unity, Unreal, and various custom engines. I have Shipped games for PC, Web, Console and mobile platforms.
Skills
Coding tools for 3D Studio Max, Maya, Flash, Photoshop, and Unity. Game Character Rigging in 3DS Max and Maya. Illustration, animation, modeling, texture mapping, UI.
Tools
3DS Max, Maya, Photoshop, Flash, Illustrator, Painter, Unity, Unreal, Perforce, Custom Engines, Visual Studio, VS code, PyCharm, Alienbrain, SVN, Git, Scaleform (and More…)
Languages
C#, Python, Max Script, Mel, Batch / Bash scripting, Java Script, Unity CG.
Motto
“Would you like a button for that?”
Work Experience
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Senior Technical Artist, Disney Interactive 2012-present Custom tool design, character rigging, pipeline and source control support. Scripting tools for Unity and custom engines. Art pipeline planning and execution. Management of tech art team. Planning and organization of cross studio tech art seminars. Awarded for creative excellence. Shipped Marvel Avengers Alliance 2 and Marvel Avengers Alliance Tactics.
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Technical Artist / Animator, Disney Interactive 2011-2012 Illustration, 2D and 3D animation, and custom tool design. Built tools to aid the art team in converting Flash and Maya assets for Flash/Stage3D and Disney’s Metaplace engine for Club Penguin
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Senior Artist / Animator, Cricket Moon Media 2005-2011 Illustration, 2D and 3D animation, Stop Motion animation, UI design, Graphic Design, Maya troubleshooting Flash scripting and custom tool design. Self managing production on large projects.
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Associate Environment Artist, Suckerpunch studios, Fall 2003 Modeling props and environments for PS2 with Maya.
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Animator, Pop Multimedia 2000-2004 Illustration, animation, 3D modeling, and Flash game design and programming.
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Production Art Lead, Crave Studios 1998-1999 Team lead for integration of 2D and 3D assets for Playstation, using Max, Photoshop, proprietary tools.
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Animator, Headbone Interactive 1995-1997 Art, Animation and game design for PC games.
Education
- Maya for Games certification Mesmer labs 2003
- Game Design with 3D Studio Max Seattle Central Community College 2001
- Bachelor of Arts in Animation the Evergreen State College 1995
- AAS in Advertising Art Seattle Central Community College 1992
References
Leigh Kellogg, Art Director, Disney Interactive leigh.kellogg@gmail.com
Ken Proudfoot, Lead Technical Artist, Disney Interactive kproudfoot@cgiguys.com
Andrew Kelts, Technical Artist, Volition kelts@levelonemagic.com
Nate Conlan, Art Manager, Studio Vortex at IGT - usconlans@frontier.com
Geoffrey Nelson, President, Cricket Moon Media - geoff@cricketmoonmedia.com