steve hada

Selbstständig, Senior Software Developer, Myndtek AB

Fähigkeiten und Kenntnisse

3D
After Effects
Analytical Skills
Android Development
Animation
Autodesk MotionBuilder
Blender
Debugging
Character Animation
Documentation
Low Poly Modeling
Character Rigging
Game Development
Machine Learning
Cinematics
Git
Maya
Communication
GitHub
MEL
Compositing
Gitlab
Modeling
Computer Animation
Java
Motion Graphics
Computer Graphics
Jira
Object-Oriented Programming (OOP)
Continuous Integration and Continuous Delivery (CI/CD)
Lighting
Perforce
Linux
Premiere
Photoshop
Problem Solving
Texturing
Pipeline Development
PyQt
Traditional Animation
Python
Unit Testing
Python (Programming Language)
Unity3D
Rigging
Unreal Engine
Scripting
USD
SOLIDWORKS
Video Games
Storyboarding
Visual Basic for Applications (VBA)
Technical Direction
Windows
XML

Werdegang

Berufserfahrung von steve hada

  • Bis heute 2 Jahre und 2 Monate, seit Aug. 2024

    Senior Software Developer

    Myndtek AB

    • Programmed and maintained ABB PLCs for industrial and agricultural automation systems. • Developed USD asset pipelines and tools for CAD systems, enhancing efficiency in model archiving and rendering. • Created comprehensive internal training materials and hosted workshops to empower team members and product owners. • Collaborated closely with users and internal developers, ensuring alignment with their design and operational standards. • Setup CI/CD workflows with linting and unittesting to ensure c

  • 4 Monate, Mai 2024 - Aug. 2024

    Technical Animator

    Vector Strike

    Collaborated on the character pipeline development using Unreal Engine and Blender.

  • 2 Monate, Mai 2024 - Juni 2024

    Technical Animator

    Chamo Games

    Rigged and Skinned game characters in Blender for use in Unreal Engine.

  • 5 Monate, Nov. 2023 - März 2024

    Senior Technical Animator

    Devant

    Developed tools, workflow, and animation pipeline for processing body and facial motion capture data. This data was used to support the training, validation and testing of Machine Learning networks.

  • 4 Monate, Okt. 2016 - Jan. 2017

    Technical Artist

    Crytek

    Creating tools and processes for CryEngine as part of the Engine Support Team.

  • 9 Jahre und 3 Monate, Aug. 2007 - Okt. 2016

    Technical Artist

    Independent Contractor

    2D/3D content creation. Artist tool, UI and pipeline development scripting for film/games.

  • 5 Monate, Okt. 2015 - Feb. 2016

    Technical Artist

    Sony Computer Entertainment America / Yoh Staffing

    Technical Artist working on the cinematics team for PS4 Title: Uncharted 4 Supported the Animation and Tech Art teams with scripts, tools and tool UI design. Resolved scene, rigging and pipeline issues throughout the production. Created and maintained Wiki docs for tools and procedures. Maya, MEL, Python, PyQt, Perforce, Shotgun

  • 8 Monate, März 2015 - Okt. 2015

    Technical Artist

    Mercenary Technology

    Developed scripts and asset/art pipeline tools to help meet metric performance requirements, speed up production and reduce iteration times. Developed content creation guidelines, through the use of tools and documentation. Provided technical support and direction to other artists and mentor less experienced members of the team. Worked with producers to integrate project tracking and 3rd party plugins into the production pipeline. Created ad hok tools and utilities to solve unexpected problems as they arose

  • 6 Monate, Okt. 2014 - März 2015

    Electric Motorcycle Technician

    Alta Motors

    Assembly, maintenance, research & development of Electric Motorcycles. Mounted and tested prototype components. Logged and provided data, measurements, feedback and recommendations to engineers. Machined custom tools and assembly fixtures on manual milling and lathe equipment. Created CAD models and drawings in Solidworks. Worked with vendors and test riders. Built wiring harnesses and soldered components. Prepped motorcycles and cargo van for track days: Motocross and SuperMoto. Adjusted suspension, cont

  • 7 Monate, Feb. 2013 - Aug. 2013

    Technical Artist

    Sony Computer Entertainment America / Yoh Staffing

    Technical Artist working on cinematics for PS4 Release Title: Knack Supported Art, Animation and Tech Art departments with scripts, tools and UI design. Batch processed and prepared scenes for artists. Resolved scene, rigging and pipeline issues. Created and maintained Wiki docs for tools and procedures. Maya, Motionbuilder, MEL, Python, Framecycler, Powershell, Perforce, Shotgun, Temerity.

  • 3 Jahre und 5 Monate, Sep. 2009 - Jan. 2013

    Technical Artist

    JumpCore Productions

    Undead Online, iOS Release Title: UndeadOverlord Designed modeled, textured, rigged, and animated characters. Created blend shapes, facial animation and particle FX for game cinematics. Maya, AdobeCS, MEL, SVN, Source Engine, Flex, Unity3D.

  • 6 Monate, Aug. 2011 - Jan. 2012

    Technical Artist

    Fierce Wombat Games, Inc

    Clients: Fantasy Flight Games. iOS Title (Unreleased): Red November Rigged and animated characters for iOS adaptations of popular strategy board games. Developed Ogre3D art asset pipeline using MEL, Python and XML. Trained junior artists.

  • 4 Monate, Mai 2011 - Aug. 2011

    Technical Artist

    Frog Design (Talent Avenue Staffing)

    Created 3D Models for the interactive map. Developed scripts for the asset pipeline. Programming Languages: MEL. Software Used: Maya, Photoshop, C4D.

  • 4 Monate, Mai 2011 - Aug. 2011

    3D Artist

    frog

    Clients: Disney Interactive Studios. Mobile App Title: My Disney Experience Modeled and textured Disney theme park landmarks and attractions for the My Disney Experience Android and iOS app. Provided technical direction of the asset conversion pipeline and production scripting. Maya, Mel, Photoshop, Cinema4D.

  • 5 Jahre und 2 Monate, Aug. 2004 - Sep. 2009

    Technical Artist / Senior Artist

    Expresso Fitness

    Designed, modeled, textured, rigged and animated 3D characters, props and levels for interactive fitness games. Supported Marketing with CG video sequences and artwork for trade shows, publications, clothing/sportswear and product demos. Trained junior artists. Developed: art-to-engine pipeline, tools for asset library migration between rendering engines, tools for importing and processing GPS and USGS topographical data, artist tools, asset and level export tools for a proprietary 3D engine, general 3D pro

  • 2007 - 2007

    Character Animator

    Little Red Robot

    Clients: Capitol/EMI Records . . . . . . . . . . . . . . . . Hurt: Forever Geffen Records . . . . . . . . . . . . . . . . . . . .Sound the Alarm: Suffocating Take Root Records . . . . . . . . . . . . . . . . . Minipop: Fingerprints Animated characters, props and cameras for mixed CG and Live-Action music videos in Maya.

  • 3 Jahre und 5 Monate, Mai 2001 - Sep. 2004

    Technical Animator

    1up Studios

    Developed art pipeline and export tools for a custom 3D engine, worked with outside modeling contractors. Created concept illustrations, level designs, physics puzzles and traps. Rigged and animated characters. Maya, Photoshop, Havok, MEL, LUA.

  • 1999 - 2002

    3D Artist

    Curv Studios

    Clients: National Geographic. . . . . . . . . . . .Film Title : Lewis And Clark: The Great Journey West EA / Maxis. . . . . . . . . . . . . . . . . . PC Game Title: SimCity4 Big Idea / Helikon. . . . . . . . . . . . . IMAX Trailer : Around the World on 80 Seeds The Travel Channel. . . . . . . . . . . . TV Opening Title : America's Most Haunted Places Universal, Ronin Ent . . . . . . . . . . . Xbox Release Title : Bruce Lee: Quest of The Dragon Created 2D and 3D artwork for broadcast television, film and

Ausbildung von steve hada

  • 2010 - 2012

    German A1, A2 (CEFR)

    Lingua Marin

Sprachen

  • Englisch

    C2 (Verhandlungssicher / Muttersprachlich)

  • Deutsch

    B1-B2 (Gute Kenntnisse)

  • Swedish

    A1-A2 (Grundkenntnisse)

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