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Joshua Axner is a Co-Founder at Batara Studios. He possess expertise in character animation, character rigging, facial animation, mel, maya and 6 more skills. Colleagues describe him as "Josh's communication skills are off the charts. With ease, he navigates emotionally and technically difficult conversations. I often found myself asking his advice on how to properly communicate key topics or decisions to the team. I could always rely on Josh to be a strong and successful bridge between Tech Art, Engineering, Design, and Art disciplines. Josh and I worked together on World of Wacraft. He was a steady force in moving tasks from the giant pile of "not done" to the slowly growing pile of "complete". Once the pipeline was settled, he was very good at following the steps, explaining the steps to non-technical people, and helping everyone cross the finish line together. There are many things that we accomplished as a Tech Art team, in which Josh played a key part in. I believe Josh can be successful in any team and any en-devour he sets his mind to.", "Not only does Josh have a wealth of experience on the technical implementations of art in interactive media, but he also possesses keen insight into mobile game design and development. This allows him to think holistically about a problem by considering both the technical implementation, and the design implications. This is a rare combination of skills. Josh is also a self-starter. When he sees an idea that’s promising to pursue, he puts in the work upfront to create a proof of concept, and then communicate the value proposition to get others excited.", and "I've worked with Josh for many years now; ages ago at HOM and currently at Blizzard. I was glad to know that we'd be able to work again together on WoW after a few years at different studios. While at Blizzard, Josh was indispensable for me as an animator. He was always very thoughtful about responses to the many questions or concerns about rigs and pipeline decisions we'd need to make on the team and offered creative ways to challenges we encountered. Often he'd bring about the pros and cons to making certain choices and was always a great supporter when the animation team wanted to go a certain direction. I was lucky to have him on the team. One of the largest projects we had wouldn't have been possible without his support and experience. He came through above and beyond making that a reality for us."
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Co-FounderBatara StudiosIrvine, Ca, Us -
FounderGimbal Zen Jun 2019 - PresentFoothill Ranch , Ca, IdExternal Development for Technical Art solutions. Rigging, Hair/Cloth Sim, Tools and Pipeline Support/Consultation. -
Co-FounderBatara Studios Aug 2023 - Present -
Technical ArtistBlizzard Entertainment Jun 2013 - Feb 2019World of Warcraft (3-4 years):- Rigging (in Maya): Player Characters, Creatures, and Props.- Helped maintain pipeline and update as permissible while navigating multiple layers of legacy assets and pipelines (dating back a decade)- Worked closely with animation team, proactively, to identify issues and improve workflow hangups. Unannounced Title (~2 years):- Founding member of new team based off self-pitched idea- Adapted, integrated, and managed content from various team's pipelines for prototype/temp use- Planned and implemented char rigging pipeline- Rigged all characters for project up to date of departure- Imported and hooked up characters within Unity- Helped prototype and adapt a shared shared rigging pipeline with key figures across the company. Efforts directly contributed to the result in widespread adoption for most teams.- Coordinated feedback with multiple outsourcing art teams- Regular documentation (along regular maintenance to keep updated) of techniques, procedures, and upcoming plans within internal wiki'Extra' Projects and Accomplishments from within Blizzard- Created prototypes for cross-division AR projects for various applications from games to convention interactions. This work created the foundation for multiple teams being spun up.- Liaised long-term successful wellness internal program- Multiple public speaking engagements including international conventions and university relations
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Character TdGazillion Entertainment Apr 2013 - May 2013Foster City, Ca, UsContract Work for 6 Weeks- Character Rigging in Maya- Importing characters into the Unreal Editor and prepping assets to be used in game (textures, physics, etc)- Working with a variety of in-house and commercial software packages to manage characters through the entire pipeline -
Character TdLucasfilm Animation Apr 2011 - Apr 2013San Francisco, Ca, Us- Advised, then implemented the show’s rigging pipeline- Rigged and maintain thousands of assets of various complexity across multiple animation packages- Create and maintain scripts to assist in rigging and asset creation using Python and MEL- Collaborated as part of a global Lucasfilm team of TD’s across 3 divisions (Industrial Light and Magic, Lucasfilm Animation, and LucasArts) towards the creation of an updated cross-company rigging solution- Translate and troubleshoot rigs from Maya into proprietary animation software- Kept in close communication with department heads for continued and evolving Character TD support PROJECTS INCLUDE:- Unannounced Animated television series - Star Wars: Clone Wars (limited support) -
AtdLucasfilm Animation Oct 2010 - Apr 2011San Francisco, Ca, Us -
Character TdLucasfilm Animation Jun 2009 - Sep 2010San Francisco, Ca, Us- Created facial rigging pipeline based on animator input, to be used on all ‘hero’ characters- Liaised with animation and character leads to plan and implement pipeline tools and procedures- Skin/enveloped wide variety of characters- Setup proprietary cloth solution on per-character basis- Using MEL, created and supported tools for animators upon request- Supported legacy MEL scripts to adjust for current needs- Troubleshoot various technical issues that arose PROJECTS INCLUDE: - Star Wars: The Force Unleashed 2 (Preproduction – Release) -
Jr Character TdVicon House Of Moves Apr 2008 - Jun 2009- Reviewed Client rigs and gave critiques for smooth integration within House of Moves’ motion capture pipeline- Prepared client rigs from any of the major 3d packages for motion capture input and animation- Create Skeletal setups for optical cloud data solving- Converted final animation back onto the client’s rig for seamless integration in their own pipeline- Setup scenes for Real Time performance capture on stage- Troubleshoot any technical issues the animators/clients may have
Joshua Axner Skills
Joshua Axner Education Details
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Full Sail UniversityBachelor Of Science (B.S.)
Frequently Asked Questions about Joshua Axner
What company does Joshua Axner work for?
Joshua Axner works for Batara Studios
What is Joshua Axner's role at the current company?
Joshua Axner's current role is Co-Founder.
What is Joshua Axner's email address?
Joshua Axner's email address is ja****@****ail.com
What is Joshua Axner's direct phone number?
Joshua Axner's direct phone number is +140731*****
What schools did Joshua Axner attend?
Joshua Axner attended Full Sail University.
What skills is Joshua Axner known for?
Joshua Axner has skills like Character Animation, Character Rigging, Facial Animation, Mel, Maya, Autodesk Motionbuilder, Rigging, Computer Animation, Visual Effects, Motion Capture, Cinematics.
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