AeroLeads people directory · profile

Brad Clark Email & Phone Number

Training and Product manager at Ozone Story Tech
Location: Austin, Texas, United States 32 work roles 1 school
1 work email found @ozone3d.com 1 phone found area 503 LinkedIn matched
✓ Verified Jun 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 1 phone

Work email b****@ozone3d.com
Direct phone (503) ***-****
LinkedIn Profile matched
3 free lookups remaining · No credit card
Current company
Role
Training and Product manager
Location
Austin, Texas, United States
Company size

Who is Brad Clark? Overview

A concise factual answer block for searchers comparing this professional profile.

Quick answer

Brad Clark is listed as Training and Product manager at Ozone Story Tech, a company with 17 employees, based in Austin, Texas, United States. AeroLeads shows a work email signal at ozone3d.com, phone signal with area code 503, and a matched LinkedIn profile for Brad Clark.

Brad Clark previously worked as Training, Community, Sales manager at Ozone Story Tech and Co-founder - Head of Training at Rigging Dojo. Brad Clark holds Specialized Associates Degree, Digitalmedia, Animation And Modeling from Full Sail University.

Company email context

Email format at Ozone Story Tech

This section adds company-level context without repeating Brad Clark's masked contact details.

{first}.{last}@ozone3d.com
89% confidence

AeroLeads found 1 current-domain work email signal for Brad Clark. Compare company email patterns before reaching out.

Profile bio

About Brad Clark

Brad has a proven track record of solving technical and artistic production problems for studios like Dreamworks, Laika EA, Sony, Volition, and Epic Games to name a few.As a Co-Founder of Rigging Dojo Brad has been helping create the next generation of character TDs. Teaching rigging to students around the world, enabling animators to create the illusion of life through intuitive rigs, beautiful deformations and solid pipelines.Specialties: Remote working and management expertise.Training and Education for animators and artists in Maya, Max, MotionBuilder.Advanced character rigging for rendered and game characters. Feature film and game motion capture editing and Character AnimationDevelop and deliver custom training and cross training for Artists on Maya, 3ds Max and MotionBuilder.Pipeline and Process consulting and workflow streamlining for character production.Recent projects: LAIKA- Motion Capture Retargeting Training and TroubleshootingFrame Machine MK11 Cinematic Rigging - **Variety of Prop rigging, ropes, chains, etc...Midnight Studios-Generate 4 LOD final animated skinned character without breaking compatibility.Datahouse Studios- Consulting + Convert, match and pose characters for iON suit project Hand crafted Astronaut character rig, tight turnaround Autodesk- Beta MotionBuilder and MayaPhaser Lock Interactive- rigging support, consulting and training.Published Games:•MK11 (Frame Machine)•Spider-Man: Far From Home VR •Pinheads Bowling VR•Disney Epic Mickey/Epic Mickey 2• UFC Undisputed (unpublished)•Food Network: Cook or Be Cooked•Forza Motorsport™ 2•The Red Star •NBA JAM ‘04 •VEXX •NFL QBClub ‘02/’03 •SHOWDOWN: Legends of Wrestling•Turok: Evolution • 100 Bullets •Alias •ASB 2002Film/TV/Shorts:•“The Lord of the Rings: The Two Towers.”•Chris Bailey's "Major Damage" •“Quest: Tales from the Ramayana”•"System Preferences" (short film)• Lead Author- Inspired 3D Advanced Rigging and Deformations, Thomson Course PTR• Co-Author, The Character Animator Toolkit for MotionBuilder • Autodesk Master Class instructor• 2 time Lecturer at Conceptart.org workshops

Listed skills include Maya, Computer Animation, Animation, Rigging, and 18 others.

Current workplace

Brad Clark's current company

Company context helps verify the profile and gives searchers a useful next step.

Ozone Story Tech
Ozone Story Tech
Training and Product manager
Austin, TX, US
Website
Employees
17
AeroLeads page
32 roles · 30 years

Brad Clark work experience

A career timeline built from the work history available for this profile.

Training, Community, Sales Manager

Current

Corona, California, US

Feb 2024 - Present

Co-Founder - Head Of Training

Current

Austin, Texas, US

Rigging Dojo is the online school for personalized, custom training for character rigging and technical arts.Personal, private training to group classes and studio production level artists support and workshops, we are the go to for industry leading education and production consulting and upskilling.Working in Maya, Blender, MotionBulider,Max, Unity and.

Aug 2009 - Present

Animation Module Member

Current

Amsterdam, NL

Member of the Blender Animation Module team and NLA roadmap lead working to improve the non-linear animation tools in Blender through bug fixes, workflow improvement, new feature design and education.

Jan 2022 - Present

Advisor

Current

New York, New York, US

Apr 2019 - Present

Character Art And Technology Consultant

Current

Dallas, TX, US

Providing technical troubleshooting for MotionBuilder and Maya including client character integration along with various other advisory needs regarding workflow and new tools.

Aug 2008 - Present

Full-Time Parenting

Career Break

I have been the full time parent and caregiver to my two children while still consulting and teaching when I can and co-founding Rigging Dojo

Dec 2004 - Dec 2023

Contract Character Technical Director

Austin, TX, US

I was hired to fix two broken character rigs on a tight deadline, involving merging two face rigs by diffrent artists on to a final skeleton. I then had to re-bind the bodies and do weighting adjustments as needed. It was a a great challenge and working with Rooster Teeth went smoothly.

Jul 2012 - Aug 2012

3D Production Consultant And Trainer

Brad Clark Animation Consulting

Midnight Studios, Austin- Review and advise on Animation and Physics technology.Amaze Studios Austin- MotionBuilder basic training and pipeline setup for re-targeting data from 3ds Max to Maya. Helped improve import process for animators loading mocap in to Maya. Helped Max artists adjust Maya user interface settings to be more familiar for easier.

Jul 2003 - Aug 2012

Contract Character Td - Motionbuilder And Maya Rigging

Thq

Agoura Hills, CA, US

unpublished UFC Undisputed - Worked with the character team and animators on skinning, character rig troubleshooting and R&D across MotionBuilder, Maya and Max for the

Sep 2011 - Oct 2011

Pipeline And Rigging Consultant

San Mateo, CA, US

Providing feedback on tool use and workflow for getting Reflex software in to studio pipelines both game and film.

Oct 2008 - Aug 2011

Freelance Motion Capture Editor

US

Blend and edit a few multi-part motions in to one final edit and render final motion out of MotionBuilder.

Mar 2011 - Mar 2011

Character Deformation Td - Stan Lee Nhl Guardian Project

Los Angeles, California, US

On this project I worked remotely for House of Moves/Vicon and was responsible for final deformation rigging for a wide range of character and creature superhero types. All had to be Unreal engine compatible, so we were limited to joint/blendshape final output.Special work beyond core skinning work included wings,mechanical,fake muscle slide rigging.

Nov 2010 - Dec 2010

Freelance Remote Motion Editor And Animator

Masternull Llc

Animated logo and edited performance capture in Maya to sync up. Required adding personality, weight and contact between the logo, mocap Football Move and ground. The capture file was a pure FK skeleton with no rig, I used the Animation Layers to create a pseudo rig and did the final edit with out using FBIK or Human IK.

May 2010 - May 2010

Trainer - Motionbuilder Workflow And Editing Consultation

Leander, Texas, US

Hired to improve motion capture editing workflow in MotionBuilder. Review edited moves and demonstrate advanced editing techniques for two man edits. I also designed a multi-stage edit process to handle edits for larger move sets allowing for higher quality edits with faster turnaround on final animations with the same number of motion editors.

Jan 2010 - Jan 2010

Guest Lecturer And Workshop Instructor

Austin, TX, US

I have been working with the The Digital Media Council (DMC)(part of Skillpoint Alliance) to give workshops on Autodesk 3d animation software and provide industry feedback and support to the students and teachers in central Texas.

Apr 2009 - Jan 2010

Contract Character Technical Animator

Vogster Entertainment

Character rigging- skeleton design and layout optimized for both motion capture and game engine, skinning and integration in to MotionBuilder. Delivered files as.FBX with pre-configured "character" settings to allow for proper movement of wrists and legs during re-targeting.

May 2009 - Jul 2009

Contract Technical Artist

Austin, TX, US

Wrote a custom scripted tool to speed up a large multi-step modeling modeling process for the modeling team. Allowing a process that could take hours of tedious work and thousands of mouse clicks to be done by the scripted tool in a few seconds.http://tinyurl.com/FoodNetwork-cookingGame

Feb 2009 - Mar 2009

Character Technical Consultant And Lead Rigger

Burbank, CA, US

Research and recommend character animation technology for the game team; help plan a path forward for the character animation and rigging pipeline along with evaluating core technology.Prototype complex character rigs and advise on setup and rigging pipelines. Create the hero character rig and standards for all the other rigs to be base on. project: EPIC.

Oct 2007 - Jan 2009

Advisory Board Member- Game Art And Character Creation

Winter Park, FL, US

I was on the Advisory Board for the Game Art and Character Creation Degree Program. Myself along with the other Advisory Board members where responsible for providing feedback on the kinds of classes and training that an artist looking to enter a game team would need to have and how Full Sail could provide that in the program.For a full list of members see.

Dec 2006 - Aug 2008

Contract Technical Artist -Scripting (Maxscript)

Round Rock, Texas, US

Provided scripting and technical art trouble shooting.Created a custom script to aid artists.dealing with realtime tree objects from worldbuilding app and camera mirroring.The script reads a custom.xml file and creates a proxy object with the plant name and location. ( these were create with SpeedTree software http://www.speedtree.com/)I wrapped it in a.

Aug 2007 - Sep 2007

Freelance Content Developer-Autodesk Masterclass "The Character Animator Toolkit For Motionbuilder"

San Francisco, CA, US

Co-Author for Autodesk MasterClass "The Character Animator Toolkit for MotionBuilder" with Chad Moore. Created Animation friendly character rig in MotionBuilder and documented its creation for the rig portion of the class. The rig is animated by Chad for the character animation portion of the class, demonstrating how to use a tool associated with motion.

Apr 2007 - Aug 2007

Motion Editor And Character Td

The Animation Farm

Helped setup and manage the Motioncapture and editing group at the studio. Edit motioncapture to final state for various games and cinematics. Help troubleshoot Maya, Motionbuilder and Max problems as needed. Rig and skin chracters and deal with conversions of chracters between vaious software.

Apr 2004 - Aug 2007

Freelance- Character Technical Director

Dallas, TX, US

Create deformations and skinning for high-rez lead female character. The character had several layers of clothing that had to deform with her correctly and large areas of exposed skin that had to stand up to full screen views with exaggerated poses without pinching. Working remotely under tight deadlines I created new methods for deformation and skin.

Nov 2006 - Dec 2006

Freelance Scripting (Max And Mel Script)

Redmond, Washington, US

Provided scripting and art tool consulting, technical trouble shooting and custom scripts to aid artist in content creation.

Jun 2005 - Apr 2006

Freelance Technical Editor

San Francisco, CA, US

Tech edited all master class content for the 2005 Alias Master classes.

Apr 2005 - Aug 2005

Lead Author On "Inspired 3D Advanced Rigging And Deformations"

Thompson Course Technogly

Lead Author on the book "Inspired 3d Advanced rigging and Deformations". I lead and co-wrote the book with John Hood and Joe Harkins, created the main character rig used in the book and also managed all other contributing writers or interviews in addition to my writing duties.

Jan 2004 - May 2005

Freelance Content Developer

San Francisco, CA, US

Co-wrote and presented 2004 MasterClass on Next-Gen Art Creation for Games with John Hood.

May 2004 - Aug 2004

3D Artist

US

Created keyframe animation for Vexx and The Red StarMotion edited motioncapture to create usable motions for our sports games. Created a shared rig system. Co-scripted, implemented and supported automated character rigging solution studio wide.Created cinematic work for games such as Vexx, The Red Star, Turok and Alias, including lighting, rigging and.

2000 - 2004 ~4 yrs

Motion Editor

Miramar, Wellington, NZ

Edited shot specific motion capture for Gollum as well as provided loops and motiontree edits of Ents and Orcs to feed Massive simulations. In addition to editing I provided training on Motionbuilder and worked with Alias/Kaydra to get custom fixes for Motionbuilder to allow the motion edit team to continue using Motionbuilder in production.

2002 - 2002

Instructor/Production Artist

Winter Park, FL, US

* Consulted with the real-time programming team on integration of low polygon characters and animation into their proprietary real-time simulation software * Developed and presented lectures on advanced concepts for character modeling and setup * Co-managed 25+ student projects, create course materials and tutorials, trained instructors, and researched new.

1996 - 2000 ~4 yrs

Instructor And Artist

Imagineasia

* Headed up a team of five for character and weapons modeling for The Quest: Tales from the Ramayana a computer-animated television show * Created visual effects using Mentalray and Particle * Participated in training sessions on advanced Softimage modeling and character setup issues

1998 - 1998
1 education record

Brad Clark education

  • Full Sail University
    Full Sail University
    Animation And Modeling
FAQ

Frequently asked questions about Brad Clark

Quick answers generated from the profile data available on this page.

What company does Brad Clark work for?

Brad Clark works for Ozone Story Tech.

What is Brad Clark's role at Ozone Story Tech?

Brad Clark is listed as Training and Product manager at Ozone Story Tech.

What is Brad Clark's email address?

AeroLeads has found 1 work email signal at @ozone3d.com for Brad Clark at Ozone Story Tech.

What is Brad Clark's phone number?

AeroLeads has found 1 phone signal(s) with area code 503 for Brad Clark at Ozone Story Tech.

Where is Brad Clark based?

Brad Clark is based in Austin, Texas, United States while working with Ozone Story Tech.

What companies has Brad Clark worked for?

Brad Clark has worked for Ozone Story Tech, Rigging Dojo, Blender, Radical, and Motus Digital, Llc.

How can I contact Brad Clark?

You can use AeroLeads to view verified contact signals for Brad Clark at Ozone Story Tech, including work email, phone, and LinkedIn data when available.

What schools did Brad Clark attend?

Brad Clark holds Specialized Associates Degree, Digitalmedia, Animation And Modeling from Full Sail University.

What skills is Brad Clark known for?

Brad Clark is listed with skills including Maya, Computer Animation, Animation, Rigging, Character Animation, Character Rigging, Autodesk Motionbuilder, and Mel.

Find 750M verified contacts

Search by job title, company, industry, location, and seniority. Export verified B2B contact data when you need it.