THOMAS KONKOL

23411 Caminito Basilio

Laguna Hills, CA 92653

714-388-4338

twkonkol@yahoo.com


EMPLOYMENT HISTORY

Codex Worlds – Union City, CA      March 2014 – Current

Games: Infinium Strike, Battlecursed

ANIMATION DIRECTOR, LEAD ANIMATOR

Lead and mentor team of 3D animators.

• Keyframed 3D bipedal and quadruped character animations in Maya 2014-2016 with FK, IK, and Human IK.

Created skeletons, then rigged and weighed model meshes to skeletons.

• Created cinematic scenes using models and animations in Maya and Unity.

• Worked with the producer and designers to establish animation goals.

Export and implement animation files, create motion and blend trees with Unity Mecanim.

Created animation schedules and movement lists, maintained asset libraries.

• Keep track of animation workflow and schedules with Google Docs.


Contract for Inxile – Newport Beach, CA     May 2007 – December 2007, June – October (2013), January – April (2015), October 2015 – November 2016

Games: Baby Pals, The Heist, Wasteland 2, Torment Tides of Numenera, Bard's Tale 4

3D ANIMATOR

Keyframed realistic 3D bipedal and quadruped animations in 3DS Max along with motion capture data.

Created skeletons, then rigged and weighed model meshes to skeletons.

Created system so facial expressions and lip sync could be mixed with other animations.

Created idle, movement, melee, and damage animation systems.

• Worked with the lead designer to establish animation goals.

Exported files and insured assets worked properly in Unity.


Contract 3D ANIMATOR for various companies      January 2008 – Current

Alchemedia 3D – Irvine, CA      May 2015

Keyframed realistic 3D bipedal animations in 3DS Max 2015 for client presentation.

DK Global – Redlands, CA      March 2015

Created 3D scene, applied textures, scene lightning, 3D animation, cameras.

Monarc Gaming Labs – Santa Monica, CA      April 2014

Keyframed realistic 3D bipedal and quadruped animations in 3DS Max 2014.


Imminent Games       September 2009 – May 2013

Games: Drip Drip

ARTIST, DESIGNER, AND 2D/3D ANIMATOR

Created game concept and art style of game.

Created textures for all 3D models and levels. Modeled all characters and objects.

Keyframed fluid cartoon style 2D and 3D character and object animations.

Created FX and particle effects. Designed and created all levels.

Created UI/user interface, menu flow, in game heads up display, web site.


Point Of View – Irvine, CA      November 2003 – September 2006

Games: The Shield, World Championship Poker 2, World Championship Poker All In

LEAD ANIMATOR

Lead and mentored a team of 3D animators.

Created animation schedules and movement lists, maintained asset libraries.

Keyframed realistic 3D bipedal animations in 3DS Max.

Created the player controlled character and enemy AI animation system for shooting, fighting, grappling, stealth, damage, and scene interaction for 3rd person perspective.

Created facial animations and lip-sync along with creating cinematic scenes.

Directed motion capture shoots and edited the data using Motion Builder and 3DS Max.

Rigged and weighed model meshes to skeletons.

• Worked with the producer and lead designer to establish animation goals.

Worked with AI team to export files and insure assets worked properly in engine.


Dragonstone Software – Diamond Bar, CA      April 2000 – August 2003

Games: Dragon's Lair 3D

ART DIRECTOR AND LEAD ANIMATOR

Directed and mentored a team of artists, animators and level builders.

Achieved making the look and consistency of game world match the original game.

Created and maintained animation systems with shot lists/sets and schedules.

Created the player controlled character and enemy AI animation system for sword combat, shooting, damage, and scene interaction for 3rd person perspective. 

Keyframed fluid cartoon style 3D bipedal, creature, and inorganic animations in 3DS Max.

Created polygonal models and textures, rigged and weighed model meshes to skeletons.

• Worked with the producer and lead designer to establish animation goals.

Worked with AI team to export files and insure assets worked properly in engine.


Game Refuge Inc. – Homewood, IL      December 1994 – April 2000

Games: RC Squared, Rampage World Tour, Wild Pitch, Star Trek Voyager Arcade

2D/3D ANIMATOR AND GAME DESIGNER

Keyframed fluid cartoon and realistic styled 2D and 3D animations.

Directed motion capture shoots and edited the data with Motion Analysis EVA.

Created polygonal models and textures, rigged and weighed model meshes to skeletons.

• Worked with AI team to export files and insure assets worked properly in engine.


HIGHLIGHTS OF QUALIFICATIONS

Experienced with PC and Macintosh computer hardware and software:

3D software: 3D Studio Max 2 – 2015 with Character Studio, and Maya 2010 – 2016

Adobe Creative Suite: Photoshop, Illustrator, After Effects, Premiere, Flash

Microsoft Office Suite

Concept Art, Storyboards, Animatics, Motion Graphics, and Video Production

Motion Analysis EVA for motion capture and editing, Motion Builder

Experience with PS2, PS3, Xbox, Xbox 360, iOS, and Unity platforms


EDUCATION

Kendall College of Art and Design – Bachelor of Fine Arts, Graphic Design, 1990

Sheridan College of Visual Arts – Studied Cartoon/Traditional Animation, 1988

Resume