Steven Bodnar Email and Phone Number
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I love videogames, my goodness. For the past 35 years I've played everything under the Sun, and for 25 of those years I've immersed myself in all facets of game development. Back when you learned 'every' aspect of game creation, I was a modeler, texture artist, coder and now primarily, a character and cinematic animator with a healthy dash of tech animation. I was given opportunities to animate on such AAA titles as Bioshock Infinite, Borderlands, Prey and the highly anticipated System Shock Remake.My primary area of expertise is character and cinematic animation, including animation direction and outsource teams management. In addition, I'm an independent game developer, creating virtual reality experiences and games.My skillset and specialties lie directly in character animation, including a penchant for authentic first-person animation; great for cinematics and VR. Additionally, I'm an accomplished technical animator, modeler and material artist. I have been a part of most disciplines of development, including design, concept, and coding/scripting (e.g. Blueprint, JS and C#).My development software proficiency includes Maya, Motion Builder, 3D Studio Max, Unreal Engine and Unity (including proprietary engines and tool sets), in addition to tasking and version control software such as JIRA, Perforce and Notion.
Nightdive Studios
View- Website:
- nightdivestudios.com
- Employees:
- 40
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Nightdive StudiosChicago, Il, Us -
Lead Animator/Tech Animator/Cinematic Animator On System Shock RemakeNightdive Studios Jun 2021 - PresentVancouver, Washington, Us -
Character Animator/DirectorFlipframe Animation (Contract/Freelance) Feb 1997 - PresentPrototype character rigging and animation, including cinematic gameplay (QTE's). Coordinate my animators with the needs of various departments. Work with Animation Producer and Creative Director to outline department needs and guide animators towards an optimal and efficient animation pipeline. Guide outsource animation departments from a variety of studios around the country to deliver consistent and high quality character animation. Created in-house documentation to help facilitate department oversight for the animation producer and accountability from the animators, including individual assignments, priorities and critique.
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Character/Cinematic AnimatorHardsuit Labs Jul 2019 - Jan 2021Seattle, Wa, UsI was brought on to create First Person, Cinematic and Social NPC character animations for 'Vampire: The Masquerade – Bloodlines 2'. Scope of work was on par with AAA development, utilizing Maya with custom rigging/animation scripts, and Unreal for final export and setup. Fantastic team and genuinely loved my time involved. -
Character AnimatorStern Pinball, Inc. Mar 2019 - Jul 2019Rigged and Animated fantasy creatures and dinosaurs for the cinematics in Elvira and Jurassic Park pinball machines respectively. Notably, for Jurassic Park I recreated scenes from the first movie, with slight interpretations to fit within the scope of quick bite sized movies that appear during play. -
Character Animator/Rigger/ScriptingWargaming Mar 2018 - Jun 2018Nicosia, CyHelp prototype their main character archetypes for a vertical slice presentation. I was responsible for rigging, skinning, animating and scripting (Unreal Blueprint) and getting the character up and running in he engine. Another really talented group of people. -
Character AnimatorHuman Head Studios Mar 2018 - May 2018Madison, Wisconsin, UsA combination of mocap cleanup and facial animation for the cinematic and combat sequences in the 'The Quiet Man'. Facial animation was done by hand, as were the need to fill in areas of mocap that was either missing or poorly captured. For combat sequences, I was asked to push poses for attacks and impacts to amplify the intensity of the fighting. -
Creature AnimatorMooneye Studios Sep 2017 - Feb 2018Hamburg, DeFor Lost Ember, I animated the entire cast of animals in the title. A nice break from humanoid character animation, as I had to animate everything from quadrupeds to birds to fish. They were a great bunch of people to work with, not to mention my first overseas client! -
Character AnimatorGhost Story Games Jun 2017 - Aug 2017Greater Boston, Ma, UsI was responsible for creating Fidget Idles for the various factions in GSG's upcoming title. -
Character AnimatorGearbox Software Mar 2014 - May 2017Frisco, Texas, UsSame as my last stint with Gearbox! Working on the newly announced Borderlands Pre-Sequel, both as a character animator and outsource lead, overseeing additional contracted animation talent. My tasks (as they always seem to include) are of course character animation, assigning animation tasks and ensuring a standard of animation quality from outsource animators. Additionally I'll be on hand to make adjustments to character geometry for better deformation performance, rigging and skinning and pretty much anything and everything in the realm of animation! :D -
Character AnimatorArkane Studios Oct 2016 - Jan 2017Lyon, FrHelped the wonderful Arkane team create character animations Prey! Sequences included animating the Phantom and Mimic environmental interactions, first-person fatalities, weapon pickup and malfunctions. Awesome team and a dream project to work on. -
Character AnimatorIrrational Games 2011 - Mar 2014Cinematics and Gameplay Character Animator on Bioshock Infinite/ Burial At Sea DLC...right up to the very end! I worked on everything from Liz's environmental interactions, NPC world detail animations and first person cinematics (I can't believe I didn't have this game spoiled for me!).Thank you Irrational for a kick ass three years of "non-spoiler" animation work! Loved it! -
Character AnimatorUnknown Worlds Entertainment 2010 - 2012San Francisco, Ca, UsProvided quality character and cinematic animation. Coordinated with the Creative Director to work from storyboards to create both in-game cinematics and marketing trailers, showcasing various units in each. -
Character AnimatorSuper Genius 2009 - 2011Formerly 'Cinematics', Super Genius is an exceptional outsource animation studio. Developed cinematic animation for a large variety of games including 'Super Hero Squad', 'Tales of Monkey Island', 'Sam and Max', 'Jurassic Park', 'Back to the Future' and 'Poker Night at the Inventory'
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Animation DirectorGearbox Software Oct 2007 - 2009Frisco, Texas, UsPrototype character rigging and animation, including cinematic gameplay (QTE's). Coordinate my animators with the needs of various departments. Work with Animation Producer and Creative Director to outline department needs and guide animators towards an optimal and efficient animation pipeline. Guide outsource animation departments from a variety of studios around the country to deliver consistent and high quality character animation. Created in-house documentation to help facilitate department oversight for the animation producer and accountability from the animators, including individual assignments, priorities and critique. -
AnimatorBlue Fang Games 2004 - 2006Us -
Lead AnimatorLegend Entertainment 1997 - 1999Animated roughly 90% of all character animation in 'The Wheel of Time'. Worked with Creative Director on quality control. Created a simple yet innovative way to 'fake' cloth animation quickly and baked down for mesh deformation in the engine (pre-Skeletal animation in Unreal)
Steven Bodnar Skills
Steven Bodnar Education Details
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Self TaughtGame Development And 3D/Cg Art/Animation/Vr
Frequently Asked Questions about Steven Bodnar
What company does Steven Bodnar work for?
Steven Bodnar works for Nightdive Studios
What is Steven Bodnar's role at the current company?
Steven Bodnar's current role is Animation Director, Lead Animator and Generalist at Flipframe Animation.
What is Steven Bodnar's email address?
Steven Bodnar's email address is sb****@****ame.com
What is Steven Bodnar's direct phone number?
Steven Bodnar's direct phone number is (972) 312*****
What schools did Steven Bodnar attend?
Steven Bodnar attended Self Taught.
What skills is Steven Bodnar known for?
Steven Bodnar has skills like Character Animation, Game Development, Cinematics, Animation, Texturing, Video Games, Maya, Unreal Engine 3, Gameplay, 3d Studio Max, Unity3d, Zbrush.
Who are Steven Bodnar's colleagues?
Steven Bodnar's colleagues are Jonatan Pöljö, Max Waine, Jed Wahl, Kevin Fox, Simon Robert, Michael S., Edward Richardson.
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