
Skills

Rigging
Create custom rigs and tools for animation creation and systems

Version Control
Have a good knowledge of version control, updating assets and implementing them into engine
3D Modelling
I have created 3D Models for years and have an active mind for clean topology and anatomy
Project Planing
Experience working with game development teams using agile and predictive project management approaches.

Creative Problem Solving
As a Character TD, solving technical problems is a common occurrence. I enjoy the challenges of solving in effective ways helping the production and help community between Art and Code.

Asset Management
An active worker within a large team, created and refined a pipeline while supporting the team.
Portfolio
Experience
Industry

Technical Artist
June 2018 - Currently
Working at Feral Interactive in London as a Technical Artist
.
Most of the time solving technical problems for porting/remastering the products while working with Programmers, Artists and Designers.
the optimization of art assets for our game ports.
In addition help
I have also worked as a 3d generalist creating assets across different areas.




3D Animation Rigger
2018
Worked at Gaming Innovation Group in Marbella as a 3D Animation Rigger.
I was responsible for setting up the Art pipeline including naming conventions & file structures, creating animations and tools used throughout different projects.
As well as helping our art team to achieve their tasks, developing assets and smoothing out the pipeline.
Worked on multiple projects including 'Dark Joker,' 'Pop Star' and overseen the art on other projects.
Technical Artist/Rigger
2016-2017
At Gamer Camp Studios I worked as Lead Artist on our 2D platformer Boss Fighter for iOS and Android.
Also worked on XRD, a vertical slice for PS4 using Sonys Phyre. My role of Character TD has me working closely with both Artists and Programmer, creating rigs, 3d assets, smoothing out the pipeline.

Character TD/Rigger
2015-2016
Company Ink was an indie start-up I worked at, developing a rail gun shooter.
Unfortunately, the studio went under, so the game was never published.
I worked on a variety of things, mainly focusing on creating assets for the project as well as rigging.
Education

Rigging For Games
October 2017
On this course I gained the skills of creating a full AAA game character rig and took into into Unreal Engine.
The final rig has full FK, IK and motion capture support, along with cloth physics using NVIDIA PhysX. Also inside Unreal setup animation blueprints, blendspaces and bone physics for the hair and ragdoll functionality.
Taught by Eshan Kiani.
Character Facial Rigging for Production
June 2016
I gained the skills to create a custom facial rig for animation film within Maya.
Created the face model myself and taking the model into ZBrush to create blend shapes for each face pose. Taking that and using joints to create the facial rig setup.
Taught by Wade Ryer

Video Game Development - MA / MSc
2016 – 2017
At BCU I developed my skills working within a small team to create a mobile game, Boss Fighter (published 2017) while assisting as a VFX/animator on another game Astral Switch. Currently in a bigger team developing a PS4 game vertical slice in partnership with Sony First.

BA (Hons) Computer Games Design
2011 – 2014
I learned and developed skills in; overall Games Design, 3D Modeling, Texture Art, UDK and more to improve my basic understanding of the whole art pipeline process and Game Design knowledge.
About me

Hello there!
My passion for discovering and creating new things keeps me very driven.
I enjoy my work, improving my skills and being a part of a great team.
I have worked on many projects over the years,
creating rigs for games/animation, 2d/3d assets, set up pipelines and more.
In my free time, I enjoy studying (mainly different cg areas, maths and history), watching films/shows, concept ideas for fun, spend time with loved ones.
Chris Ginder
Technical Artist/Rigger
Worked with
Get in Touch

