Brad Clark

Brad Clark Email and Phone Number

Training and Product manager @ Ozone Story Tech
Austin, TX, US
Brad Clark's Location
Austin, Texas, United States, United States
Brad Clark's Contact Details

Brad Clark personal email

Brad Clark phone numbers

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(Frame Machine)•Spider-Man: Far From Home VR •Pinheads Bowling VR•Disney Epic Mickey/Epic Mickey 2• UFC Undisputed (unpublished)•Food Network: Cook or Be Cooked•Forza Motorsport™ 2•The Red Star •NBA JAM ‘04 •VEXX •NFL QBClub ‘02/’03 •SHOWDOWN: Legends of Wrestling•Turok: Evolution • 100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

Brad Clark's Current Company Details
Ozone Story Tech

Ozone Story Tech

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Training and Product manager
Austin, TX, US
Website:
ozone3d.com
Employees:
17
Brad Clark Work Experience Details
  • Ozone Story Tech
    Training And Product Manager
    Ozone Story Tech
    Austin, Tx, Us
  • Ozone Story Tech
    Training, Community, Sales Manager
    Ozone Story Tech Feb 2024 - Present
    Corona, California, Us
  • Rigging Dojo
    Co-Founder - Head Of Training
    Rigging Dojo Aug 2009 - Present
    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 Unreal we continue to see successes from our students and artists.
  • Blender
    Animation Module Member
    Blender Jan 2022 - Present
    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.
  • Radical
    Advisor
    Radical Apr 2019 - Present
    New York, New York, Us
  • Motus Digital, Llc
    Character Art And Technology Consultant
    Motus Digital, Llc Aug 2008 - Present
    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.
  • Career Break
    Full-Time Parenting
    Career Break Dec 2004 - Dec 2023
    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
  • Rooster Teeth Productions
    Contract Character Technical Director
    Rooster Teeth Productions Jul 2012 - Aug 2012
    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.
  • Brad Clark Animation Consulting
    3D Production Consultant And Trainer
    Brad Clark Animation Consulting Jul 2003 - Aug 2012
    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 transition. Spacetime Studios- Provided advanced MotionBuilder training and workflow processes for using MotionBuilder as a key frame animation tool. Custom rigging and script creation to allow for better key frame workflow in MotionBuilder.REEL FX- Taught a customized training on character rigging and deformations for their artists, covering deformation theory and general Maya rigging best practices.Bungie- Hired to help with future character animation solutions including software and process as well to help guide the decision making process on motioncapture use..
  • Thq
    Contract Character Td - Motionbuilder And Maya Rigging
    Thq Sep 2011 - Oct 2011
    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
  • Digitalfish
    Pipeline And Rigging Consultant
    Digitalfish Oct 2008 - Aug 2011
    San Mateo, Ca, Us
    Providing feedback on tool use and workflow for getting Reflex software in to studio pipelines both game and film.
  • Pixel Corps
    Freelance Motion Capture Editor
    Pixel Corps Mar 2011 - Mar 2011
    Us
    Blend and edit a few multi-part motions in to one final edit and render final motion out of MotionBuilder.
  • House Of Moves
    Character Deformation Td - Stan Lee Nhl Guardian Project
    House Of Moves Nov 2010 - Dec 2010
    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, creation of non-flip roll joint and twist extraction rigs, slider based vehicle transformations and tricky mixes of hard and organic deformable surfaces across several layers of geometry and more.
  • Masternull Llc
    Freelance Remote Motion Editor And Animator
    Masternull Llc May 2010 - May 2010
    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.
  • Radioactive Labs Entertainment Inc.
    Trainer - Motionbuilder Workflow And Editing Consultation
    Radioactive Labs Entertainment Inc. Jan 2010 - Jan 2010
    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.
  • Skillpoint Alliance
    Guest Lecturer And Workshop Instructor
    Skillpoint Alliance Apr 2009 - Jan 2010
    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.
  • Vogster Entertainment
    Contract Character Technical Animator
    Vogster Entertainment May 2009 - Jul 2009
    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.
  • Red Fly Studio
    Contract Technical Artist
    Red Fly Studio Feb 2009 - Mar 2009
    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
  • Disney Interactive Studios  (Junction Point)
    Character Technical Consultant And Lead Rigger
    Disney Interactive Studios (Junction Point) Oct 2007 - Jan 2009
    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 MICKEY (Rig used in Epic Mickey 2 Also)Trouble shoot Maya issues and educate team on less known Maya tools and techniques, also got team members on to Maya 2009 beta program.Assisted Art Director in finding full time character TD for the game, to take over my responsibilities.
  • Full Sail University
    Advisory Board Member- Game Art And Character Creation
    Full Sail University Dec 2006 - Aug 2008
    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 the link belowhttp://www.fullsail.com/game-art/advisory-board.html
  • Kingsisle Entertainment
    Contract Technical Artist -Scripting (Maxscript)
    Kingsisle Entertainment Aug 2007 - Sep 2007
    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 artist friendly UI that let user chose base primitive object type and adjust size, also the button text swaps to be the .xml file name so artist knows what file he is loading.
  • Autodesk
    Freelance Content Developer-Autodesk Masterclass "The Character Animator Toolkit For Motionbuilder"
    Autodesk Apr 2007 - Aug 2007
    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 capture can be used as a powerful keyframe animation tool.Taught at SIGGRAPH 2007- watch for future DVD release of the class.
  • The Animation Farm
    Motion Editor And Character Td
    The Animation Farm Apr 2004 - Aug 2007
    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.
  • Reel Fx
    Freelance- Character Technical Director
    Reel Fx Nov 2006 - Dec 2006
    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 sliding with in MAYA to allow for hips/shoulders and back to compress and stretch and crease naturally with built in tools and without the need for complex and slow muscle systems or large numbers of extra deformers.
  • Microsoft Game Studios
    Freelance Scripting (Max And Mel Script)
    Microsoft Game Studios Jun 2005 - Apr 2006
    Redmond, Washington, Us
    Provided scripting and art tool consulting, technical trouble shooting and custom scripts to aid artist in content creation.
  • Autodesk (Formerly Alias)
    Freelance Technical Editor
    Autodesk (Formerly Alias) Apr 2005 - Aug 2005
    San Francisco, Ca, Us
    Tech edited all master class content for the 2005 Alias Master classes.
  • Thompson Course Technogly
    Lead Author On "Inspired 3D Advanced Rigging And Deformations"
    Thompson Course Technogly Jan 2004 - May 2005
    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.
  • Autodesk (Formerly Alias)
    Freelance Content Developer
    Autodesk (Formerly Alias) May 2004 - Aug 2004
    San Francisco, Ca, Us
    Co-wrote and presented 2004 MasterClass on Next-Gen Art Creation for Games with John Hood.
  • Acclaim
    3D Artist
    Acclaim 2000 - 2004
    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 animation and final rendering.Developed small tools and scripts for the studio to automate tasks such as cloth setup, exporting levels and character animation exportDesigned and delivered both official training classes as well as numerous short-form training in the areas of motion capture, scripting, character rigging and animationMaintained support relationships with Kaydara, Alias and Autodesk for the studio including alpha/beta testing.Helped transition the Legends of Wrestling to Austin by helping re-setting up the game art pipeline, creating new tools, and providing training in Maya for our Max artists.
  • Weta Digital
    Motion Editor
    Weta Digital 2002 - 2002
    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.
  • Full Sail University & Platinum Post
    Instructor/Production Artist
    Full Sail University & Platinum Post 1996 - 2000
    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 techniques and software * Compositing Interest Group Advisor: worked alongside a group of instructors to deal with special effects and compositing issues(Full Sail)Platinum Creative and Post · LEAD 3D ARTIST * Used Maya Complete to create characters and logos for video, the web, and/or print * Collaborated directly with Lead 2D Artist to adapt his designs for 3D * Worked with a team of four to design, storyboard, model and animate portions of a sci-fi promotional film entitled "THEY"
  • Imagineasia
    Instructor And Artist
    Imagineasia 1998 - 1998
    * 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 Skills

Maya Computer Animation Animation Rigging Character Animation Character Rigging Autodesk Motionbuilder Mel Game Development Scripting 3d Modeling Video Games 3d Studio Max Storyboarding Visual Effects Max Technical Direction Computer Graphics Motion Capture Art Perforce Motion Graphics

Brad Clark Education Details

  • Full Sail University
    Full Sail University
    Animation And Modeling

Frequently Asked Questions about Brad Clark

What company does Brad Clark work for?

Brad Clark works for Ozone Story Tech

What is Brad Clark's role at the current company?

Brad Clark's current role is Training and Product manager.

What is Brad Clark's email address?

Brad Clark's email address is bc****@****hoo.com

What is Brad Clark's direct phone number?

Brad Clark's direct phone number is (503) 443*****

What schools did Brad Clark attend?

Brad Clark attended Full Sail University.

What are some of Brad Clark's interests?

Brad Clark has interest in Education, Arts And Culture, Environment, Health.

What skills is Brad Clark known for?

Brad Clark has skills like Maya, Computer Animation, Animation, Rigging, Character Animation, Character Rigging, Autodesk Motionbuilder, Mel, Game Development, Scripting, 3d Modeling, Video Games.

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