Brad Clark Email & Phone Number
@ozone3d.com
1 phone found area 503
LinkedIn matched
Who is Brad Clark? Overview
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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.
Email format at Ozone Story Tech
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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(Frame Machine)•Spider-Man: Far From Home VR •Pinheads Bowling VR•Disney Epic Mickey/Epic Mickey 2• UFC Undisputed (unpublished)•Food Network: Cook or Be Cooked•Forza Motorsport™ 2•The Red Star •NBA JAM ‘04 •VEXX •NFL QBClub ‘02/’03 •SHOWDOWN: Legends of Wrestling•Turok: Evolution • 100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.
Brad Clark's current company
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Brad Clark work experience
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Training, Community, Sales Manager
Current
Co-Founder - Head Of Training
CurrentRigging 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.
Animation Module Member
CurrentMember 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.
Advisor
Current
Character Art And Technology Consultant
CurrentProviding technical troubleshooting for MotionBuilder and Maya including client character integration along with various other advisory needs regarding workflow and new tools.
Full-Time Parenting
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
Contract Character Technical Director
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.
3D Production Consultant And Trainer
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.
Contract Character Td - Motionbuilder And Maya Rigging
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
Pipeline And Rigging Consultant
Providing feedback on tool use and workflow for getting Reflex software in to studio pipelines both game and film.
Freelance Motion Capture Editor
Blend and edit a few multi-part motions in to one final edit and render final motion out of MotionBuilder.
Character Deformation Td - Stan Lee Nhl Guardian Project
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.
Freelance Remote Motion Editor And Animator
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.
Trainer - Motionbuilder Workflow And Editing Consultation
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.
Guest Lecturer And Workshop Instructor
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.
Contract Character Technical Animator
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.
Contract Technical Artist
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
Character Technical Consultant And Lead Rigger
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.
Advisory Board Member- Game Art And Character Creation
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.
Contract Technical Artist -Scripting (Maxscript)
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.
Freelance Content Developer-Autodesk Masterclass "The Character Animator Toolkit For Motionbuilder"
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.
Motion Editor And Character Td
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.
Freelance- Character Technical Director
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.
Freelance Scripting (Max And Mel Script)
Provided scripting and art tool consulting, technical trouble shooting and custom scripts to aid artist in content creation.
Freelance Technical Editor
Tech edited all master class content for the 2005 Alias Master classes.
Lead Author On "Inspired 3D Advanced Rigging And Deformations"
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.
Freelance Content Developer
Co-wrote and presented 2004 MasterClass on Next-Gen Art Creation for Games with John Hood.
3D Artist
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.
Motion Editor
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.
Instructor/Production Artist
* 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.
Instructor And Artist
* 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
Brad Clark education
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Full Sail University
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.
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