Bjorn Klaassen

Selbstständig, Principal Technical Artist, Paleo Pixels

Fähigkeiten und Kenntnisse

Houdini
Team Management
3D
3D animation
After Effects
3D Modeling
3D Scanning
Animation
3D Studio Max
CG
Linux
Adobe Photoshop
Character Animation
Compositing
Machine Learning
Computer Animation
Matte Painting
Eyeon Fusion
Maya
Post Production
MEL
Krita
Mental Ray
proceduralism
Level Design
Pycharm
Mentoring
Nuke
Python
Rigging
Photoshop
Texturing
Rotoscoping
Pipelines
Ubuntu
Scripting
Unity3D
sidefx
Unreal Engine
Snowdrop
VEX
Substance Designer
Visual Effects
Zbrush

Werdegang

Berufserfahrung von Bjorn Klaassen

  • Bis heute 16 Jahre und 9 Monate, seit Jan. 2010

    Principal Technical Artist

    Paleo Pixels

    - Procedural 3D specialist in the dental industry - Procedural LEGO systems - Selling manuals etc. by mid 2026 - Geospatial mapping, gaussian splatting experiments, 3d segmentation on point clouds - (2020-2021) Combining Satellite Imagery, Openstreetmap, HGT and LIDAR data into environments with Machine Learning & Houdini PDG - (2015) Learn Houdini with a procedural race-track generator - (2010-2012) Trackmaker plugin for Maya , a tool to assist in the racetrack creation process

  • 1 Jahr und 2 Monate, Nov. 2024 - Dez. 2025

    Lead Procedural Artist

    Turn 10 Studios - Microsoft Xbox

    - Forza Motorsport 8 (Support and DLC tracks) - Forza Motorsport - ‘Next title’ Working with a team of procedural artists inside Turn 10 Studios on the Forza franchise. Identify, plan for and implement current/future pipeline improvements and features. All with a tool-set consisting of Fuel (in-house game editor), Houdini, Python, AI / Machine learning, Photogrammetry/Gaussian Splatting etc. Due to company-wide changes at Microsoft / Xbox this position was made redundant by end of year 2025

  • 1 Jahr und 9 Monate, Feb. 2023 - Okt. 2024

    Lead Technical Artist

    AltaVR

    Worked on: - Reave VR (Production halted May 2026) - Township Tale 2 (Shelved) After initially working on a now shelved version of a Township Tale, I worked on the upcoming VR game 'Reave' with Houdini, Unity, Substance, Maya, Renderdoc, Python, Houdini Engine & APIs etc. - primarily on World Building pipeline&tools, secondary on performance, initial material lookdev, some VFX

  • 1 Jahr und 8 Monate, Sep. 2021 - Apr. 2023

    Senior Technical Artist

    Stellar Entertainment Software

    Worked on: - Horizon Zero Dawn Remastered PS5 (2024) - upscaling natural assets (geo & textures) - Race game UE5 - Unannounced World building, asset pipelines, mentoring with mainly a combination of Houdini/Python.

  • 1 Jahr und 4 Monate, Juni 2020 - Sep. 2021

    Lead Technical Artist

    Darewise

    World building pipeline on Life Beyond with Houdini, Python & UE 4, some machine learning, mentoring, planning, reviews. Started as senior, promoted to lead.

  • 2 Jahre, Juli 2018 - Juni 2020

    Technical Houdini Artist

    Massive Entertainment - A Ubisoft Studio

    - The Division 2 Main release, DLC 'Warlords of New York' and the cancelled 'Heartland' - Star Wars Outlaws I was promoted to Senior in the February 2020 performance review, but promotions got paused company-wide when the Covid-19 crisis hit. I needed to leave Massive/Sweden for family reasons. Main tasks : Skies (pipeline, creation, compositing) , Simulations (RBD+flip+renderfarm), Complex road/bridge networks, Vistas (pipeline, creation), Initial level/map setups with real-world data (GIS/OSM), Python/S

  • 14 Jahre und 6 Monate, Jan. 2006 - Juni 2020

    Art projects

    Paleo Pixels

    - (2020) Creating abstract worlds in the style of 70s/80s Beksinski - (2017) Translating osm data, track prototype for Assetto Corsa 'Wijchen' with programmer art - (2014) 3D World issue 182 - 2 page Tutorial - Reconstruction of Puertasaurus. For myself to practice Nuke, texturing & Maya muscle. https://www.youtube.com/watch?v=ShlhkBjyLs8 - (2014) Birthday present daughter - Poster of her favorite stuffed animals - (2008-2010) Concept & production of 2 fantasy racetracks for the game rfactor : Autoba

  • 12 Jahre und 7 Monate, Jan. 2006 - Juli 2018

    Animator/Pipeline TD / 3D Generalist

    Paleo Pixels

    Games - @Guerrilla - Horizon Zero Dawn + The Frozen Wilds DLC : Cinematic animator (Gouden Kalf, BAFTA winner) - @Houdini Hive 2018 - Speaker : Using Python with Houdini - Braingame Brain (University of Amsterdam) - Pre-Production phase - robot modeling/rigging Conventions - @IFA Berlin 2017 & 2018 - Vestel stand : Procedural Motion Graphics - @Hans Boodt Mannequins - Euroshop : destruction/character animation - @MCW Creative Agency - The Dinosaur hunt / Studio City Macau : Dinosaurs Commercials - @Glas

  • 1 Jahr, Apr. 2016 - März 2017

    Senior 3D Artist (part-time 1 day/week)

    Hans Boodt Mannequins

    Consulting + rigging, procedural modelling for life-size 3D printing. This was a 1 day/week job mostly.

  • 2 Jahre, Juli 2013 - Juni 2015

    Pipeline 3D

    Jora Vision

    - Rockwork @ Wildlands Adventure Zoo Emmen - Pipeline to translate 1:87 maquettes to 25.000+ m2 of rockwork : writing data-processing tools, construction drawing-generators, sculpting/retouching and 3D scanning & processing. - Wanda City Hefei themepark - Building sculpts (dragon tower, crashcars ride dragon section, tree kiosk, large tree restaurant hill) - Kolmarden Zoo Bamses Värld - maquette 3D-scanning and sculpting - Memorial Tree - tree sculpts for 3d-printing - Pellikaan swimming pool Joure - maquet

  • 9 Monate, Aug. 2012 - Apr. 2013

    Technical Animator (cut short due to bankruptcy)

    Condor Digital

    - Wieckse Witte - Look&Feel, Fluids & Particle simulations, camera tracking - c1000 Christmas campaign - CG Snow (Simulations, some modelling, texturing & tracking) - Vriendenloterij Efteling - CG vegetation, camera tracking, on set VFX supervisor - ABN AMRO Inboelverzekering - CG smartphone animation & destruction dynamics - Emté - Digital Matte Painting - Meat commercial (as a vegetarian a perfect fit) - Skoda - License plate CG replacement - Neckerman - CG window blinds model/animation

  • 4 Jahre und 4 Monate, Apr. 2008 - Juli 2012

    Technical Environment artist, Animator

    Vanguard / W!Games

    - Halo : Spartan Assault (PC,Tablet,Phone) / Environment Artist (Pre-Production) - "Scavenger" / Environment Artist / Animator (Cancelled project) - Gatling Gears (Xbox360, PS3, PC) / Environment Artist - Greed Corp (Xbox360, PS3, PC, Tablet) / Environment Artist, Animator, Rigging and additional level design - Technical Artist (Tool development for Maya) (W!Games became Vanguard Games, which later became Force Field (XR) before being acquired by Vertigo Games)

Ausbildung von Bjorn Klaassen

  • 2002 - 2007

    Bachelor degree

    Saxion Hogeschool Enschede

    Graduated with a bachelor degree. Focus on 3D modelling, texturing, rigging and animation with Maya, 3d Max and Photoshop. Internship at Shosho.

  • 1993 - 1999

    High School Diploma

    Dominicus College Nijmegen

Sprachen

  • Dutch

    C2 (Verhandlungssicher / Muttersprachlich)

  • Englisch

    C2 (Verhandlungssicher / Muttersprachlich)

  • Deutsch

    A1-A2 (Grundkenntnisse)

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