Ph: 619.916.6218 - Email: itsnickcovington@gmail.com - Linkedin
Hi, I'm Nick Covington. I'm a Technical Artist with about 4 years of experience within the video game industry. I've had experience working on animation and art pipelines, rigging, skinning, and all the problem solving that comes with working with artists and programmers. I've written tons of tools using Maxscript, C# and MEL. Sometimes I'm even allowed to dabble in HLSL and Effects

To download a pdf of my resume, please click >here<
Summary
  • Strong understanding of all aspects of 3dsMax, Maxscript and C#
  • Solid base skills in of Maya, MEL and Python
  • Character rigging and skinning experience, with great enthusiasm for tools and content pipelines
  • Knowledge of HLSL, Lighting and Rendering. 3D math skills.
  • Adept at quickly learning new techniques and software
  • Constant learner, hard working, and passionate
Technical Overview
3D Software 
3dsMaxAdvanced
MayaIntermediate
MudboxIntermediate
2D Software 
PhotoshopAdvanced
IllustratorAdvanced
FlashIntermediate
Code 
MaxscriptAdvanced
C#/.NetAdvanced
HLSLIntermediate
MELIntermediate
JavaScript/JSFLIntermediate
PythonAlmost Intermediate
HTML/CSSAdvanced
Work Experience
Funtactix Inc, Marina Del Rey, CA – 2011 to Present – Technical Artist/Director
  • The Hunger Games: Adventures. 2012 (ongoing)
    • Greatly improved and expanded existing MaxScript/C# tool base of art and design tools.
    • Developed quality lighting and rendering pipeline for new character assets.
    • Overhauled previous iterations of scripted plug-ins to be more versatile and efficient.
    • Wrote JavaScript utilities to automate asset export processes from Flash and Photoshop.
  • Mission Impossible – The World. 2011
    • Managed 3d character animation and outfit export pipeline.
    • Implemented Data-driven tools and GUI for asset tracking.
    • Wrote tech documents and guided technical execution of assets for outsourced artists.
    • Re-wrote character asset and animation pipeline from scratch, greatly improving throughput.
    • Used character studio to mix and blend core animations into complex compound animations
Budcat Creations, Iowa City, IA, – 2008 - 2011 – Technical Artist
  • In-house Engine Development. 2009 - '10
    • Built working prototypes for application interfaces using Visual Studio
    • Provided artist input for UI design of tool-set.
    • Evaluated new software packages for both artists and engineers.
  • Top Shot: Arcade. 2009 – '10
    • Created and maintained animation and rigging pipelines.
    • Developed automated Quadrupedal and Bipedal rigging tools using Maxscript.
    • Implemented level design tools within 3dsmax environment.
  • Guitar Hero Franchise. 2007 – '09 (Four titles)
    • Implemented and maintained 3D environment asset pipeline and SKU conversion tools.
    • Scripted in-game sequences using proprietary scripting language.
    • Mentored artists on optimizing and debugging 3D environments and assets
Budcat Creations, Iowa City, IA, – 2007 – 3D Artist
  • Guitar Hero: Aerosmith. 2007
    • Optimized, modeled and exported character guitar props.
    • Optimized next-gen environments and assets for low-end platforms.
Released Games
Employment/Education Summary
  • Technical Artist/Director @ Funtactix, Inc :: Mid 2011 - present
  • Technical Artist @ Budcat Creations :: 2008 - Early 2011
  • 3d Artist @ Budcat Creations :: 2007 - 2008
  • Audio/Video Tech @ The Art Institute of California, San Diego - October 2006 - September 2007

  • Bachelors Of Science, Game Art and Design @ The Art Institute of California, San Diego - fall 2007 grad.