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CHARACTER TECHNICAL DIRECTION
brentzorich@yahoo.com

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EA SPORTS
LUCASFILM, LTD.
TAKE 2 INTERACTIVE
LUCASFILM ANIMATION
DREAMWORKS SKG
LUCASARTS
GENSLER
INDUSTRIAL LIGHT & MAGIC
LUCASFILM ANIMATION SINGAPORE
ELECTRONIC ARTS

biography

Creating works of art has been my strongest passion my entire life. Prior to the animation industry, I had worked for the architectural firms ranked number one (Gensler) and number two (NBBJ) in the world as an interior architect. The people that I aspire to be like are Mich Chau, Dennis Muren, Art Gensler, and Andy Serkis. I have studied for my Masters of Fine Arts in Computer Visualization at ACCAD at THE Ohio State University; focusing my research in bio mechanical character setup. This research involved working directly with supervisors from DreamWorks SKG. At 2K Sports, I did research on ways to streamline current rigs to make them lighter for game play on the award winning title NBA 2K. Later, I returned to EA Sports as a technical artist implementing rigging techniques as well as doing research on more advanced character setup for the top selling titles in the world, including MADDEN (the top selling title in North America). At Lucasfilm, Ltd., I was apart of the team on film game convergence by collaborating on global “Star Wars” related projects while working with all three divisions: LucasArts, Lucasfilm Animation, and Industrial Light and Magic. This research involved complete analyzing and understanding of both render and real time assets for maximum output and potential (led by myself and a team of core artists and engineers). For the ease of better global communication, I was relocated (via order of the executive committee) from the Lucasfilm Animation Singapore studio (LAS) to the home office (The Presidio and the Skywalker Ranch) in San Francisco to continue research on this subject matter. I look forward to speaking to other graphics researchers on the subject matter listed above and am always open to accepting linkedin invitations from colleagues in the industry who share my passion for doing great work.

KEY LIFE WORKS BREAKDOWN

-artistically influenced projects-

Portions of Portfolio featured at the panel at Siggraph '08 entitled "Get the job you want."

Biography and portfolio featured in 3D ARTIST magazine (Issue 10... pgs 104-105).

 

 
The Mystery Dinosaur for THE DISCOVERY CHANNEL with DREAMWORKS SKG (2003- 2005)
The Discovery Channel in collaboration with ACCAD and DreamWorks SKG

This was a project for the Discovery Channel through a grant at The Ohio State University with Brave New Pictures. A core team of artists, engineers, and faculty worked through a film studio to develop a one hour long documentary about a juvenile T-Rex in Hell Creek Montana. We worked with a team of scientists from the Burpee Research facility in Rockford, Illinois. These scientists had worked with Dr. Robert Baker, who was the consultant with Industrial Light and Magic, on the Jurassic Park films. In addition, Dr. Stuart Sumida was brought on board to critique physiology and motion. I handled modeling, rigging, animation, compositing, and partial DVD creation. This project bi-weekly conference call meetings with the scientists to not only make the physiology accurate, but make the dinosaurs move bio mechanically correct. Software used: Maya, Combustion, Photoshop, Deep Paint. Worked with leads of DreamWorks SKG on this project as well on critique, rigging implementation, pipeline, art direction, and texture painting. During the six months of the DreamWorks SKG Outreach Program (I was a participant), I was an assistant lecturer and presenter in the lecture hall at The Wexner Center for the Arts. This was through the DreamWorks SKG program on computer animation under their supervision. The team we worked with from DreamWorks SKG were on the following projects: Shrek, Shrek 2- (modeling supervisor), Shark Tale (animation lead- and DreamWorks SKG film director ((who happened to also animate on Spirit)), lighting supervisor), Madagascar, and Madagascar 2- (texturing artist leads- one of whom also worked on Spider-Man 2), and finally a director of operations for DreamWorks SKG. Lastly, the rigging supervisor at DreamWorks SKG who I worked with in several one on ones was formerly at Pixar on Finding Nemo.

This particular dinosaur created under the supervision of not only the Burpee Scientists, but DreamWorks SKG.

I worked directly as a two person team with the Madagascar Texturing Lead on one of the dinosaurs in the project. Other faculty involved on this project were my academic advisor (the director of ACCAD and former head of the computer animation department at The Ringling School of Art and Design), and the motion capture supervisor (and good friend- I took motion capture three times) from ACCAD who was brought on board for critique sessions (formerly a supervisor at Giant Studios and Acclaim).

Link to Burpee Museum

Link to ACCAD

 

 

 

ILM Creature Dev R and D
Industrial Light & Magic Creature Research & Development for LUCASFILM, LTD. (2008-2009)
Part of the convergence being done by my core creature development team was meeting with all divisions at Lucasfilm, Ltd. Weekly meetings took place (our Tuesday 4:00 P.M. sessions involved Trans 2 in the months of March and April 2009) with the research and development team while at Industrial Light and Magic (making tools, custom nodes, and rigging animation development over the coarse of a year) which led to sitting in on weekly critique and approval sessions of projects. Four shots for Transformers were reviewed by my group over a period of a time. In our typical meetings, we were looking at follicles, motion, deformation, and node development with Lucasfilm's top engineers. What was analyzed was motion, compositing, color correction, and flow. Full knowledge of the Industrial Light and Magic rigging system "Block Party"( taught to me in Industrial Light and Magic training sessions), standard to all rigging at ILM, was applicable to these sessions. The "Block Party" system on Linux was used for this project. The film worked on is TRANSFORMERS REVENGE OF THE FALLEN. Name not in credits for billing reasons.

Reviewed and approved shots.

 

Transformers

 

Transformers

 

Transformers

 

Transformers

Link to Trailer with the reviewed shots (time 150-151; 153-155; 207-210; 211-218).

 

 


 
Superman Returns The Video Game for ELECTRONIC ARTS (2005)

Superman Returns: dragon rigging, Lex Luther clothing modeling, citizen modeling.

Lex Luther Modeling

Link to Trailer

 

Modeling of citizens as well as partial completion of the main boss, Lex Luther (based off of Kevin Spacey), was completed. In addition, UV layouts were also completed. Lastly, complete rig of Saurian, the dragon villain, was completed in approximately one week. This included animation tests of walks, runs, and wing flaps- flying simulation. This was compiled in an internship presentation that was presented to the executive committee at EA Orlando. This title was based on the movie "Superman Returns" released in 2005 by DC comics, Sony Pictures Imageworks, and Warner Bros. Entertainment.

 

 

 

Official product of the NCAA

College Hoops 2K7 for TAKE 2 INTERACTIVE (2006)

College Hoops 2K7: shoulder rigging, cheerleader rigging.

Link to Trailer

 

Research, development, and implementation of player shoulder optimization using morph targets was achieved (working with the lead modeler on the project and the research and development team). In addition, both male and female cheerleaders were rigged completely from scratch while working with internal 2K technology on the development team. The testing of the builds were done by the lead engineer of the project on the Microsoft XBOX 360.

 

 

 

Tribute to Fantasia for TECHNICAL ARTISTIC EXPRESSION (2005)
Fantasia Tribute
As a fan of Fantasia, a Disney film featuring both science and art, I wanted to create a tribute piece based off of the Nutcracker Suite. I completed all animation, rigging, modeling, lighting, texturing, and compositing on this piece. This entire piece was done in approximately three days at ACCAD under the supervision of my academic advisor (see THE DISCOVERY CHANNEL information for her credentials). It was important to create a computer generated squash and stretch rig while paying tribute to this classic piece.

 

 

 

ILM technology used

ILM, LucasArts, and Lucasfilm Animation Convergence for LUCASFILM, LTD. (2008)

LucasArts
ILM
LAS

 

Lucasfilm Animation SIngapore Lobby, headquartered in Singapore, where this particular convergence work took place.

ILM, Lucasfilm Animation, and LucasArts Convergence

 

This was completed and submitted at Lucasfilm Animation Singapore. This rig test is a combination of "Block Party" from Industrial Light and Magic (Jango Fett from Star Wars Episode 2: Attack of the Clones), Lucasfilm Animation (Anakin Skywalker and Ahsoka from Star Wars The Clone Wars, in addition to the standard Industrial Light and Magic biped), and "Toolbox" from LucasArts (Darth Vader from Star Wars The Force Unleashed). The rig was completed on my own time on my personal computer with improvements to all three systems combined into one "uber rig" and a playblast was later submitted to the Lucasfilm, Ltd. server with documentation. In order to achieve this, I also acquired full working knowledge of standard Industrial Light and Magic quadrupeds and winged creatures. This was apart of Technical Art Documentation used in Lucasfilm Research and Development for Film Game Convergence development. This rig combines video game development, visual effects, and feature animation. This was made possible in Singapore due to my bi-monthly meetings with the two directors of DAG (the name for Industrial Light and Magic in Singapore) where we discussed Film Game Convergence. In these meetings we discussed rigging, optimization, art direction, workflow, and convergence technology. This was later picked up once I relocated to Lucasfilm, Ltd. San Francisco where we had a core convergence team including the lead research and developer (Director of Animation Technology) at the "Big Rock" Clone Wars studio (former motion capture supervisor on Gollum at Weta Digital), the lead creature developer for Industrial Light and Magic, the main producer for the Clone Wars in Singapore (via conference call), the head Creature Development CG Supervisor for Industrial Light and Magic (lead on the Star Wars prequels), and myself. In addition to the topics discussed above, we also discussed modeling topology and rendering optimization. Lastly, research was done on "enveloping" by myself using Industrial Light and Magic technology. At my station, I had four computers setup, one of which was a Linux machine with direct login to Industrial Light and Magic's server and their software Zeno. I was doing compare and contrast simulations and playblasts of enveloping between Zeno and Maya with the hope to include more Zeno technology into future LucasArts projects. I was using Industrial Light and Magic's Zeno software daily during my work in the LucasArts division testing builds and experimenting with Linux Block Party. In this sequence, the motion, done by myself, was completed in approximately a half hour per cycle and "run_fly". Again, this is a rig test.

Link to My Lucasfilm, Ltd. Business Card

Note: The meeting notes and handouts, to my knowledge, that I have from the "Convergence Steering Committee" cannot be shown due to potential Lucasfilm, Ltd. non-disclosure violation.

 

 

 

Official product of the NCAA

College Hoops 2K8 for TAKE 2 INTERACTIVE (2006)

College Hoops 2K8: rigging research and development

Link to Trailer

 

Matching rigging setup used from NBA 2K8 with ulterior mesh sizes and different binding.

 

 


Official Product of the NBA

NBA 2K8 for TAKE 2 INTERACTIVE (2006)

Official Product of Jordan

NBA 2K8: rigging research and development

Link to Trailer

 

Physiology research was completed using Shaqille O'Neil's motion. Research, development, and implementation done to improving figure deformation while improving build expense (the depletion of morph targets for joint deformation). The areas of interest were quads, calves, shoulder and chest, in addition to proposed breathing implementation. The shoulder research and development done for College Hoops 2K7. I was involved in collision sphere setup completion for real time cloth simulation while working with core engineers and sustaining the build on the XBOX 360. Working knowledge of entire NBA 2K setup for all basketball characters for this year. Deformation comparable to film quality render.

 

 

 

Official NFL Product

NFL Tour for EA SPORTS (2007)

Official Product of The NFL Players Association

NFL Tour lead rigging

Link to Trailer

 

Link to My EA Sports Business Card

Complete and total rigging setup for scanned bodies of NFL players that had new EA Sports proportions based off of scientific visualization and not artistic expression. I was influential in the meetings that determined the outcome of the proportions of the human characters. This would play into the animation system as well as the use of existing animations. Science was victorious in this debate between artists and engineers. Complete deformation of all figures done entirely with joints and no morph targets. This title was the rigging benchmark for all EA Sports football titles going forward. I worked with the lead engineer at EA Sports on the development of a custom quaternion node to help achieve biomechanics as well as scientifically accurate deformation under build cost. The animation tests done on this title used were Terrell Owens and Brian Urlacher. Lastly, I was directly involved in the approval process for all topology of the meshes. To achieve cost as well as the coordination of critiques we had global meetings with EA Rigging Corporate (The Body Shop in EA Vancouver "EAC") for help with the approval process. Cloth was working and built in experimentation by use of EAC cloth node (full working knowledge) and was implemented through expressions by myself in Maya. This failed to make it in the final product due to time constraints.

 

 

 

EA Sports MMA for EA SPORTS (2008)

EA Sports MMA: rigging research and development

 

Research tests were done by myself using cloth nodes for muscle simulation (including research and development with the quaternion node) for the EA Sports MMA project right before my exit to Lucasfilm, Ltd. and presented to the art director on the EA Sports MMA project, who happened to be the art director on Tour. These tests also included breathing, flexing, and muscle jiggle done on Brian Urlacher's NFL Tour bodytype (MMA models had not yet been completed). I expect to see this in the title being done by EA Orlando because I used existing EA Sports technology that would build on EA Sports titles. Renders and playblasts were made in after effects and have been checked into the server in March of 2008. This was done when I gave three and half weeks notice to Electronic Arts prior to my senior position at Lucasfilm Animation Singapore; with detail description in video format as well as detailed documentation of the quaternion node in powerpoint (checked into the server).

 

 

 

Official NFL Product

NFL Head Coach '09 for EA SPORTS (2007-2008)

Official Product of The NFL Coaches Association

Head Coach lead rigging

Link to Trailer

 

Rigging setup based on scan data and used new internal developed rigging tech for deformation. All body types and all coaches completed for the NFL. Test animations done on the mesh of Tony Dungy. Props and clothing was rigged as well. These coaches were based on newly scanned proportions (scientific accuracy) and not artistic expression (as seen in previous versions of Coach- for more information about this discussion please see the other NFL title summaries).

 

 

 

Official product of the NCAA

NCAA Football '09 for EA SPORTS (2007-2008)

NCAA College Football 09: cheerleader and player rigging lead

Link to Trailer

 

Matching rigging setup used from Madden '09 with ulterior mesh sizes and different binding for players (collegiate athletes do not have the same build as athletes in the NFL). Complete cheerleader rigging from scratch. Custom nodes created in Motion Builder for cloth simulation of skirts as well as pony tails. This was a damping delay node created from nodes within the software and approved by the associate art director, and personal friend, on this project. This node would then be baked out on joints after animation manipulation.

 

 

 

Official NFL Product

Madden NFL '09 for EA SPORTS (2007-2008)

Official Product of The NFL Players Association

Madden 09: lead rigging. Finished muscle flexing applied, just as in NFL Tour, and working in the Madden engine prior to my departure to Lucasfilm, Ltd.

Link to Trailer  featuring John Madden discussing the direction that the MADDEN franchise is headed (in full agreement with my side of the debate on realism in EA Sports- Madden should look identical to television).

This is the Nike Madden collaboration commercial Link.

 

Entirely new rigging setup from scratch with scientifically accurate proportions. Lead rigger on central football. Quaternion research and development for deformation completed and implemented in rigs. Custom quaternion node usage in deformation while working with core engineering team. Deformation solved for poses as presented by lead animation director for Madden '09 version. In addition, physiology and motion experimentation completed and implemented. Existing animations broken down and analyzed with the beginning process of biomechanics as seen on television show "Madden Nation" on ESPN. Physiology and flexing differences and improvements from Madden '08: biceps, triceps, knees, forearms, wrists, shoulder deformation improvement. All of this was achieved with the quaternion node developed by EA Sports lead engineer (done as a favor for me, thanks Jayeson!). When I left to go to Lucasfilm Ltd., in Singapore as senior staff, all four body types were completed and the same quality as Reggie Bush (see the photo of Tour).

 

Scenes from the MADDEN NATION finale on primetime ESPN.

MADDEN 09 Promotions

Promotions for MADDEN NFL '09.

 

 

 

Official Product of PGA

Tiger Woods PGA Tour '09 for EA SPORTS (2007)

Official Product of Tiger Woods

Tiger Woods PGA Tour 09: rigging research and development.

Link to Trailer

Worked simultaneously on this title while working on Central Football. I was in initial kickoff meetings to discuss the direction of the project from a deformation standpoint. Created research and development rig used to prototype potential deformation of title. Brought in to assist on simple binding and weighting of characters in between Madden tasks due to the lack of rigging experience on this franchise. Worked with other Technical Artists in TA Groups in the discussion of tools applicable to Tiger Woods Golf. Critiqued research and film documentation as relates to the title. One of the situations in particular was the discussion and assistance, by myself, on shoulder and latissimus dorsi deformation during the female golf swing. The discussion involved whether to rig the human for every situation (typical game development), or to rig them for one motion (visual effects). Vertice weighting and joint positioning was tweaked as well.

 

 

 

ILM technology used
Star Wars: The Force Unleashed Ultimate Sith Edition for LUCASFILM, LTD. (2008-09)
 

TFU. Rigged to handle effects.

TFU

 

TFU. Rigged to handle effects.

TFU. Rigged to handle effects.

The Falcon. Rigged to handle effects.

Snow Speeder and AT-AT, rigged to handle effects

Gamorrean Guards and My Ultimate Evil

Link to Trailer\

Link to Gameplay Footage with "Ultimate Evil" on Hoth.

Link to Gameplay Footage with "Ultimate Evil" on Tatooine featuring Jabba the Hut.

 

Full working knowledge of proprietary rigging software for Industrial Light and Magic and "The Force Unleashed". Credited published work for "The Force Unleashed Ultimate Sith Edition" including Boba Fett, Hoth Apprentice (main playable character seen in the photo), Rebel Trooper, Gamorrean Guard, Wampa, Jabba the Hutt, and a few others. I was considered lead rigger on this and involved in the hiring of other people to the department. Jabba the Hutt was a newly customized rig with an entirely new facial setup, exporting and building in engine. I worked with Industrial Light and Magic's lead engineer at LucasArts on modifying the export nodes in order for Jabba to work. Side by side animation and deformation tests were done between real time "TFU Jabba" and visual effect "film Jabba". These characters not only had to build in gameplay but work in vignettes with render quality deformation.

Also, I rigged up handheld props. Vehicular rigs included the following: snowspeeder, Millennium Falcon, AT-AT. Boba Fett is the most complex LucasArts character. Breakdown of Boba Fett: expression driven shoulder pads; projectile missile pack; effects on back pack; cloth simulation (real time); and hand prop (rifle). Worked with Industrial Light and Magic engineering development team on changing nodes that export in order to build in The Force Unleashed engine. In addition, I worked with The Skywalker Ranch main librarian (in the same building that Mr. George Lucas works in) on deformation research through the library on these characters. These books included material on biomechanics. I submitted concept work to the core team for potential art direction change of "TFU Ultimate Sith" title related to lighting and rendering. On global steering committee meetings with Lucasfilm Animation Singapore, LucasArts, Industrial Light and Magic, and Lucasfilm Animation for optimization of assets to render for frames with same visual quality as in real time (vehicles and humans were the test case). Constant use of LOIS for information (Lucas Online Information System). I especially like LOIS. It gave me access to all Industrial Light and Magic documentation, such as the overlapping blendshape papers written for Hulk and all of the research on the Harry Potter films- not to mention Star Wars. The Jango Fett research studied was applicable to Boba Fett. Also, researched total documentation on ZENO including build/ exporting and animation systems APE for Industrial Light and Magic/ LucasArts. Main playable character I rigged up (Sith Playable, "Ultimate Evil") on cover, inside cover, and disc. Hoth version of "Ultimate Evil" seen on demo reel.

 

 

 

Official Product of Lucasfilm

Indiana Jones and the Staff of Kings for LUCASFILM, LTD. (2008-2009)

 

Character Rigging R and D, Squash and Stretch Rig Tweaked and Accessories added

Link to Trailer

 

This is Indiana Jones IP content, including opening LucasArts logo, as seen on the Nintendo Wii version. The squash and stretch rig was adjusted and fixed by myself (constraints on legs were flipping) and props were added. Instrumental in the cancelation of the next generation Indiana Jones and the Staff of Kings for Playstation 3 and XBOX 360, written by Steven Spielberg, due to poor gameplay and a low predictable fun factor score- determined by me. Research done of rigging convergence on Staff of Kings boss character with possible motion capture implementation. This involved the convergence of all divisions: LucasArts (Indiana Jones and the Staff of Kings "Toolshack" software); LucasArts (Star Wars The Force Unleashed "Toolbox" software); Industrial Light and Magic ("Block Party" software - I built, bound, and rigged and custom biped from scratch using the ILM software, Zeno, on Linux and took its best features- taught to me by myself on tutorial on LOIS and through Industrial Light and Magic classes on Linux); and Lucasfilm Animation (Maya software using Anakin Skywalker from Star Wars The Clone Wars). I also did vehicular rigging of a truck to be interacted with by the main playable character, Indiana Jones. I also did biped work as well as research and development on perfecting the next generation whip used in game by Indiana Jones.

 

 

 

Official NFL Product

Madden NFL '08 for EA SPORTS (2007)

Official Product of The NFL Players Association

Madden 08: Shoulder pad research and development

Link to Trailer

Research and development on procedural shoulder pads to be implemented in game. Worked with engineering lead to implement technique but ran out of time for implementation. Slight binding "weighting" modifications while as apart of Central Football Team at EA Sports (improper anatomy issue in this title as well, see NCAA Football 08 where this was corrected after a debate was won by myself and the modeling team over the animation director who came down from EAC to EA Orlando to try to incorporate ANT- an animation system used on EA Sports NBA Live- for quality of motion and blending on NBA Live (ANT) please refer to www.ign.com and look up NBA Live for this year- which looks and moves inferior to NBA 2K).

Maddenoliday in NYC

This is the billboard in New York City for the annual MADDENOLIDAY.

 

 

 

Official product of the NCAA

NCAA Football '08 for EA SPORTS (2007)

NCAA Football 08: player rigging

Link to Trailer

 

The rigging modification of all four body types: athletic, muscular, heavy, and average. In addition, worked with proprietary EA Sports tools on the exporting of skin weights as XMLs. This version was before scientific visualization principles were introduced. These figures were not based off of scan data, rather artistic interpretation of what a football player should look like with tweaking of proportions. Debates took place between myself with the (modeling team, art directors- on my side) and an animation director brought down to EA Orlando from EAC (who wanted to keep long arms and improper anatomy). Science (new proportions based on scan data and first executed on NFL Tour) won the argument and the proportions were changed to be anatomically correct and not like a cartoon (non applicable to EA Sports)- like the animation director wanted who came down from EAC (see the above non proportioned figure with elongated arms in comparison to Reggie Bush on Tour- the anatomically correct way).

 

 

 

American Institution of Architecture

Volkswagen for GENSLER (1999-2000)

Volkswagen design documentation and rollout.

 

Gensler is the architectural firm ranked number one in the world. This is one of the projects that I worked on while there. Volkswagen is one of the top brands on the planet and a high profile client. I did design development, construction documentation, and presentation pieces to Volkswagen clientele while at Gensler. Part of the work that I did was "rolled out" to Volkswagen dealerships globally. I was on global retail steering committees to discuss retail design, environmental psychology, shopping behavior, and merchandising strategy to benefit the retail division of Gensler: Studio 585. The other retail client that I worked with was Lincoln Mercury as apart of "rollout" concept work. The art directed designs worked on by a team including myself were constructed at every Lincoln Mercury car dealership globally. This included strategic brand identity placement as well as presentation meetings to clientele. Other projects included store design development of Adidas. Lastly, one of the architects that I shadowed had studied under Frank Gehry. I was recommended for graduate school at ACCAD at THE Ohio State University (where CGI was founded by Professor Emeritus Charles Csuri- former all american football player on THE Ohio State University National Championship team) by a Vice President (partner and managing director of the Atlanta studio) at Gensler, who studied architecture at Harvard.

Gensler Rankings of Number One in the World (image taken off of gensler website)

 

 

 

Nike done at THE OHIO STATE UNIVERSITY (1998)

Nike senior thesis in The Department of Industrial, Interior, and Visual Communication Design at THE Ohio State University (pen and marker)

exterior shot of storefront, interior shot, retail mobile fixture (pen and marker)

Interior shots of Nike Midwest Prototype  (pen and marker)

Nike Midwest Rear of Store, Interactive Kiosk, and floor plan  (pen and marker)

Colour palette on Nike Midwest

Nike Midwest Logo. Large swoosh indicates region, small swoosh indicates store location. In this case, this store is Nike Midwest Columbus Ohio. On this image are pictures of Mr. Michael Jordan (the greatest basketball player to ever play the game) and Mr. Phil Knight (founder of Nike).

 

As apart of an undergraduate Industrial Design senior thesis, I developed an entire marketing, re brand positioning, retail design, and merchandising strategy for Nike. This campaign was to be "rolled out" globally and designed for quick construction. The design needed to be clean, as well as sell the Nike brand in these specialty shops. Full design and construction documentation submitted to Nike Executive Team, one of which was the head of global merchandising for Nike worldwide. Research was done on wayfinding, sales, marketing, construction, brand identity, sports physiology, and "roll out" done for this project. The Nike brands researched and implemented in this prototype "NIKE MIDWEST" store were the following: Nike Football, Nike Basketball, Jordan, Tiger Woods, Nike Baseball. The brand repositioning was to make specialty boutique Nike stores that, from an aesthetic standpoint, would be a direct reflection of the environment of the consumer in that region. This would be reflected by way of form, function, colour, and environmental graphic. In addition, wayfinding kiosk points are placed throughout the store to both assist with traffic flow as well as touch the consumer more directly.This marketing campaign, developed by myself, was to counter negative press of overseas mispractices. Store audits of the Millennium Mall (Dallas, Texas) and NIKETOWN CHICAGO were done as well. To summarize, a three hundred page marketing, brand identity, construction documentation, merchandising, industrial design, and brand repositioning campaign was done entirely by myself in a period of twelve weeks. The illustrations of the kiosks, interiors, and storefront as seen above are done entirely in marker and pen. Retail design knowledge based on two quarters of retail prototyping as well as being visual merchandising and sales for Tommy Hilfiger. All perspective and kiosk images done with marker and pen. The design department at THE Ohio State University is ranked number 1 in public institutions and number 5 nationally according to U.S. News and World Report.

Link to Design Department at THE Ohio State University

 

 

 

Airing Primetime on Cartoon Network

Star Wars The Clone Wars Season Two at LUCASFILM, LTD. (2008)

 

Compositing and Color Correction Season Two

Clone Wars Characters: Obi-Won; Rex; Yoda; Anakin; Ahsoka; and myself. Taken In the Lucasfilm Animation Singapore lobby.

Cad Bane

Color Correction Season Two

Color Correction Season Two

Two of the episodes for season two of Star Wars The Clone Wars (about three sequences- 13 minutes total) were composited, color corrected, and rendered by myself while at Lucasfilm Animation Singapore. I was putting together a monthly presentation for the entire studio. After speaking to the lighting team, as well as the art director for the sequences, we decided that color work needed to be done by way of additional compositing work in Shake. This was handled by myself in about a week's time and was approved by the heads of all of the divisions. At the all company meeting, where Mr. George Lucas and Ms. Mich Chau speak to all divisions (over 1000 people- the entire company), my sequences were showcased. The sequence in particular involved the bounty hunter "Cad Bane", as seen on the reel. Part of the convergence research that myself and my core convergence team was doing required me to have working knowledge of the entire Clone Wars rigging library: all bipeds (including General Grievous, Ahsoka, Anakin Skywalker, and Kit Fisto); all quadropeds; and all custom rigs. My core team of six (portfolio range was NBA Live, Assasin's Creed, Call of Duty, Fifa, and myself- I miss you guys) in Singapore did research and development, where I handled the convergence rigging, of these assets and after I made modifications on a few- got them to build in engine. Shortly after, this is when I was transferred to the Lucasfilm, Ltd. home office in San Francisco to continue convergence work on initially Indiana Jones and more Star Wars intellectual property. Name not in credits for billing reasons.

 

 

 

Official Product of Lucasfilm

Star Wars: The Force Unleashed Ultimate Sith Edition for LUCASFILM, LTD. (2009)

 

TFU Ultimate Sith: Concept work and Lead Rigging

Cannot show imagery due to copyright. For visuals see Demo Reel link.

 

This was concept work completed by me while on vacation and submitted to the Star Wars The Force Unleashed Downloadable Content crew. The idea behind this, the idea did not go through to production on Downloadable Content, was that when a playable character uses the force additional shader technology would permanently scar the surrounding environment. I took an existing render in build of Lord Maul and altered the shapes, added content, and color values in photoshop. This image was done in approximately three hours with over thirty layers. Because I was on vacation when this was done, I did not have my Wacom tablet. I used my right hand and a mouse to create this image and I am left handed. This was presented in email format, while on the road, to the writer of Star Wars The Force Unleashed. Often at times when I travel I get ideas and need to get them to my laptop immediately. My laptop is my life. I love to work virtually. It makes things clean, concise, and easy to get to once on a server and I can easily email concepts, ideas, and instructions to a team that I am affiliated.

 

 

 

Illustrations done at CENTRAL OHIO ART ACADEMY (1990-1992)

Illustrations done as an amateur at The Central Ohio Art Academy (COAA)

Based on this portfolio, done at The Central Ohio Art Academy, I was accepted into the Department of Industrial, Interior, and Visual Communication at THE Ohio State University. I did not have to apply to the department in college, I was given honorary pre admission acceptance from high school.

 

 

 

The Beijing Hotel for NBBJ (1998- 1999)

The Republic of China

 

The Beijing Hotel is an international monument that was a renovation project for The Republic of China. During this time at NBBJ, I was responsible for research on both fixtures as well as textures (materials). In addition, I had to become familiarized with the Chinese culture, due to the fact that Chinese government officials would frequent the studio. Lastly, this project was worked on by several studios within NBBJ, one of which was headed by a member of the Interior Design Hall of Fame. During conceptualization of both interior and exterior architecture, I was fully engaged in shadowing. This project used computer visualization for presentation. This hotel project was an amazaing experience and my first encounter with international politics. Ranking of number two in the world during the time spent there.

 

 

 

Biography and Portfolio for 3D ARTIST MAGAZINE (2009)

biography and portfolio publication issue #10

 

I was approached by the editor of this publication on doing a story on both my portfolio and my biography. My scholastic research interests were discussed as was my advise to those trying to break into this industry. Lastly, the topic of film game convergence was key to the interview. This is a worldwide publication. 3D Artist is owned by Imagine Publishing.

Note: portions of subtext misleading. Characters shown on 360 and PS3 version of Indiana Jones and The Staff of Kings (the version I helped cancel due to gameplay) were untouched by myself. The character technical director that I hired and led did the manual work on Obi-Won and Player Tatooine (I trained and oversaw him). MFA incomplete, paper portion of thesis outstanding, project portion completed.

Link to 3D Artist Online.

Link to the Article.

 

 

 

Facial Graphic User Interface  for TECHNICAL ARTISTIC EXPRESSION (2010)

Facial Gui

This facial system is setup based on experiences at Lucasfilm, Ltd. Hundreds of poses can be created by translating the sliders around. This allows the animator to move quickly from pose to pose as well as create overlaping motion relatively easily. The test model is just that, "a test model", and the importance of the segment on this reel is to show the GUI.

 

 

 

Reebok
   The Golf Sandal  as an INDEPENDENT INDUSTRIAL DESIGNER (1997)
The Reebok Golf Sandal

The Reebok Golf Sandal (Greg Norman Line) was conceptualized by myself and a business partner, Mr. Jason Patrick; and presented in PowerPoint format to the office of the CEO of Reebok, Paul Fireman. The strategy of this product was to position Reebok in a competitive product sales market against their rival, Nike. Tiger Woods had just won the Masters for the first time in 1997 and Nike had launched their “I Am Tiger Woods” campaign. This product was intended to reposition Greg “The Shark” Norman, signed with Reebok, into a younger consumer age bracket. The marker renderings above are two of four designs submitted.

 

 

 

Rigging Automation Startup Scripts  for TECHNICAL ARTISTIC EXPRESSION (2010)

FK Control Generation Script

Once these arguments are set, the script generates a clean hierarchy of controls, naming convention, and the group that they fall in. This PYTHON script helps to speed up and automate the rigging process while keeping the original skeleton hierarchy clean. PYTHON is the language used by ZENO, the software used at LucasArts and at Industrial Light & Magic (Lucasfilm). These are starter scripts that I might use to begin the rigging process or block something out quickly.

Procedures and arguments called.

IKlegSetup (UpLeg, LowLeg, LegAnkle, LegBall, LegToe, legPVx, legPVy, legPVz)

muscleJoint (startJoint, endJoint, targetLOC)

fkController (jointParent, jointChild, controller, controllerRadius)

spine (root, waist, thorax, rootMaster)

arm (shoulder, elbow, hand, IKshoulder, IKelbow, IKhand, FKshoudler, FKelbow, FKhand, armPVx, armPVy, armPVz)

foreArmRotate (foreArm, foreArmTwistOne, foreArmTwistTwo, Wrist)

shoulderSetupStart (clavicle, armUpShoulder, aimTarget, shoulderTwistOne, shoulderTwistTwo, shouldUpVectorX, shouldUpVectorY, shouldUpVectorZ)

 

 

 

Body Script Launcher Tool  for TECHNICAL ARTISTIC EXPRESSION (2010)

IK Pole Vector Tool with clean Hierarchy

This is a tool that triggers the IKLegSetup script, the spine, and the arm script. This also puts the handles in a clean hierarchy.

 

 

 

ConAgra  as an INDEPENDENT INTERIOR ARCHITECT (1997)

ConAgra Nashville Plant

Worked with ConAgra structural engineer to design and develop the ConAgra Nashville plant (design documentation completed). ConAgra is the world's largest commodities company. The division of ConAgra this plant was done for is Arrow Industries.

 

 

 

The Columbus Blue Jackets for CUSTOM COACH (1997)

MSV design for John H. McConnell

Custom MSV interior designed for John H. McConnell, owner of the Columbus Blue Jackets, while working in the Design Engineering Department at Custom Coach. Specification of custom millwork and interior architecture on this MSV. Custom Coach is considered the top ranked MSV and Coach design company in the United States. Other clients of Custom Coach include John Madden, President George Bush Sr., and Reverend Louis Farrakhan (who I met in person).

 

 

 

Special thanks to the following teams and organizations that I am affiliated...
signature
Lucasfilm, Ltd.
Industrial Light and Magic
Lucasfilm Animation Singapore
LucasArts
The Skywalker Ranch
Lucasfilm Animation
2K Sports
EA Sports

Electronic Arts

Burpee Museum
THE Ohio State University
DreamWorks SKG
ACCAD
COAA
Siggraph
AIA
Gensler
IIDA
NBBJ
Take 2 Interactive
Imagine Publishing
NBA
NFL
NCAA
Jordan
PGA
3D Artist Magazine
Microsoft XBOX 360
Sony Playstation 3
Nintendo Wii

site designed by Brent J. Zorich 2010