Marko Rudjic

Marko Rudjic Email and Phone Number

3D Animator & Rigger @ Screen Juice Interactive GmbH
Marko Rudjic's Location
Berlin, Berlin, Germany, Germany
About Marko Rudjic

I’m convinced that communication is a vital component for creating synergy in a collaborative work environment. As game development requires teamwork, it's essential to foster a healthy team spirit. Sharing what motivates me has proven to be inspiring and has helped build strong bonds among colleagues. Achieving personal and studio goals has been a great source of inspiration for me. It has enabled me to stay motivated and persistent in complex situations, demonstrating my unwavering commitment to the team. In a positive team environment, remaining approachable and open to feedback comes naturally to me. Receiving feedback helps me enhance my work and become a better professional. Therefore, I am always willing to provide feedback as I understand its importance in the growth process. I enjoy the learning journey that offers new experiences, and no matter how challenging the task may be, the satisfaction of delivering an enjoyable gaming experience to players is a great reward.

Marko Rudjic's Current Company Details
Screen Juice Interactive GmbH

Screen Juice Interactive Gmbh

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3D Animator & Rigger
Marko Rudjic Work Experience Details
  • Screen Juice Interactive Gmbh
    3D Animator
    Screen Juice Interactive Gmbh Jun 2023 - Present
    Berlin, Deutschland
    Designing and creating 3D animations for characters, enemies, and other game elements and objectsBuilding rigs and technical elements necessary for animation creation
  • Ianimate.Net
    3D Animator - Student (Online)
    Ianimate.Net Oct 2021 - Dec 2021
    Berlin, Deutschland
    Game Workshop 2 - Combat, Takedowns, and Advanced Techniques The workshop is centred around pushing the communication and connection of the animation, mastering the timing and rhythm of the character, learning how to embellish and polish an animation, bringing personality, and creating dynamic actions such as combat and takedowns. Followed by working on your animation and ensuring that the player reaction feels seamless, believable, and responsive, animators will be pushing their limits and learning some of the industry's best tips, tricks, and advanced techniques.I had the luck to visit this course with the oversight of Michael Cuevas, who taught us his approach to combat animations such as takedowns, combo-attacks, and other advanced techniques. Or as he called them dark arts. The process of the weekly assignments, the constant confrontation with feedback taking and also giving was very crucial for my development at that time.Lecture topics: • Blockout Techniques• Center of Gravity (CoG) / Center of Mass (CoM) polish• Emphasizing strikes and polishing arcs• Flourishes & FK-IK switching• ManagementThe 11 Week's Workshop was split into two assignments: • 3hit combo - 5 weeks• Takedown - 5 weeks• Final polish + feedback round - 1 week
  • Ianimate.Net
    3D Animator - Student (Online)
    Ianimate.Net Aug 2021 - Oct 2021
    Berlin, Deutschland
    Game Workshop 1 - Advanced Body Mechanics and WorkflowsThis workshop focus on advanced body mechanics, actions, and reactions performances, that are needed to give the player exciting feedback responsiveness, foundations of core gameplay, and the everyday practices of designing a character's animation system.Our instructor Victor Chavez told us many tricks to improve and speed up our workflow. With his help and the combination of Maya optimization and the excessive use of aimbot features, I was able to improve my workflow and get more time-efficient during this workshop. Parallel to our weekly assignments the course also included theoretical lectures.Lecture topics: • Intro Posing• Runcycle reference&blocking• Timing, Spacing & Weight• Workflow & Polish• Navigation & locomotion• Transitions• Hit Reactions & Deaths• Dynamic motion• Interactions• Demo ReelThe 11 Week's Workshop was split into four main assignments: • Posing - 1 week animations are an assembly of many poses, which makes posing very important• Runcycle- 3 weeks combining many principles of animation• Traversal - 3 weeks Again an assignment that combines almost all principles of animation• Hit reaction - Death - 3 weeks interaction with hitting object/person/ground creates complex situations• Demo reel creation+ Final feedback round - 1 week
  • Yager
    Junior 3D Animator
    Yager Aug 2020 - Sep 2021
    Berlin, Deutschland
    During my Junior Animator time at Yager Development, I was initially responsible for 1st and 3rd Person gameplay animations and player emotes. Later, I became a part of the Creature Team and took ownership of the "rattler", a hostile quadruped creature. I created locomotion, attack, hit reaction, and death animations for the creature in Maya, using hand-keyed animations. Additionally, I reworked the locomotion and gunplay for the 1st person character gameplay, specifically for the sniper/pistols set. I also designed animations for NPCs and interactable vendors on Prospect Station Level, as well as emotes and foam reactions for when characters died. Mocap data was only used for emote animations. I gathered experience with Blueprints by troubleshooting and maintaining the animations in Unreal. My achievements include taking ownership of the "Rattler" and 1st person character gameplay animations, which allowed me to contribute to the success of the project.Responsibilities:• Hostile Creature – Rattler – Quadruped – Locomotion, Attack, Hit reaction, Death• FPP Character Gameplay – Sniper/Pistols Locomotion and Gunplay rework• NPCs on Prospect Station – interactable Vendors – Korolev Armory and Fortuna Pass• Emotes and Foam reaction (when a character dies)• Unreal Implementation – Blueprint; AnimGraph and EventGraph troubleshooting and maintainingAchievements:• Ownership over the Quadruped Creature – Rattler – Animation Design• Ownership over FPP Character Gameplay Animation for the Sniper-Set
  • Yager
    Intern 3D Animator
    Yager Apr 2020 - Aug 2020
    Berlin
    The Project I was working on was back then called "The Cycle" now known as "The Cycle: Frontier", a PvEPvP shooter which was in early access. As a member of the Animation team, I was working on 1st and 3rd Person gameplay, Station NPCs, and Player Emote animations. We work in Maya where most animations were hand keyed, but some emotes were based on Mocap data. The game was built on UE4.Taking ownership of a task outside of the box, I quickly learned many viable lessons. While creating the camera setups at the Prospector Station level. It was a new feature at the time. I immediately had a lot of responsibility for managing assets from various artists, communicating with different departments, and collaborating with designers and engineers likewise. At the same time, I had my ongoing task of animating NPCs and populating the Prospector Station with them. Due to this high engagement, I received my promotion two months earlier than my peers.Responsibilities:• Camera setup and NPC Animation on Prospect Station – Vanity and Cosmetic Item Presentation in Character Submenus, Shops and Battle Pass (Collaboration w. Engineers)• TPP Character Gameplay – Utility Items• NPCs on Prospect Station – interactable Vendors and Background/Ambient• Unreal implementation – Blueprint; AnimGraph and EventGraph maintenanceAchievements:• Ownership over Cameras on Prospect Station – Vanity and Cosmetic Item Presentation in Character Submenus, Interactive Locations – Korolev, ICA, Osiris Armory, Fortune Pass Shop and Lucky Leafman
  • Games Academy
    Student Projects
    Games Academy Oct 2017 - Sep 2019
    Berlin-Mitte
    Study program: Digital Art & Animation (2 years)Main focus: 3D Animation & RiggingInterests: VFX, Game DesignStudent Projects• First Semester: A quest for sugar – 2.5D Shoot ‘em up Tasks: Vision Keeper, Game/Level design, Environment, VFX, Programming Software: Unity 3D, 3ds Max, Visual Studio• Second Semester: Sky Bash – 3D Arena Brawler Tasks: Rigging (Mulity character rig), Animation & Engine implementation, Game Design, VFX Software: Unity 3D, Maya• Third Semester: Shi Ne! – 3D Action-adventure Tasks: Vision Keeper, Game design, Rigging (Char. - Bipad, Beast Creature Quadropad), Animation Char. & Beast Creature Software: Unreal 4, Maya• Fourth Semester: Synergy – 2.5D Fighting game Tasks: Vision Keeper, Game design, Rigging (Bipad), Animation & Engine implementation, VFX Software: Unreal 4, Maya
  • Regent Lighting
    Konstrukteur In Der Leuchten Technik
    Regent Lighting Jan 2015 - Jun 2016
    Basel
    Tätigkeiten für die Konstruktionsabteilung• Detailzeichnungen von Einzelteilen - Inventor (Traq, Soloslim, Tweak)• Zusammenstellungszeichnungen von Leuchten - Inventor (Traq, Soloslim, Tweak)• Überarbeiten von Stücklisten kompletter Produktionsfamilien mit interner EAP Software Axapta (Tweak)• Modellieren der Produktfamilien Traq, Soloslim und Tweak - Inventor• Explosionszeichnungen für die Produktfamilie Tweak - Inventor• Aufbau der Entwicklungsmuster von Leuchten (Traq, Tweak)• Umsetzen von Produktkonfiguration auf Basis von Messreihen ; Zusammenarbeit mit dem Prüflabor (Traq)• Schulen von Produktionsmitarbeiter auf die neu umgesetzten technischen Lösungen und Montageprozesse (Traq)• Erstellen von Montageanleitungen - Inventor und AutoCAD (Traq, Solo, Soloslim, Tweak)• Umsetzen von Teilprojekte mit Lieferanten (Traq)• Entwickeln von technischen Lösungen mit Inventor und 3D-Drucker (Traq)Tätigkeiten für das Marketing• Zeichnen von 2D Grafiken und modellieren von 3D Ansichten für Broschüren, gerendert oder als Vorlage (Traq)• Erstellen von Piktogrammen für den Regent Katalog 2016, Produktbeschriftung und EtikettenTätigkeiten für das Produktmanagement• Erstellen von gerenderten 3D Produktübersichten und Vorlagen für Broschüren und interne Prozesse - Inventor (Traq)
  • Si-Tec Gmbh
    Technischer Sachbearbeiter Im Anlagenbau
    Si-Tec Gmbh Sep 2013 - Nov 2014
    Rheinfelden
    Tätigkeiten Bereich: Planung und Konstruktion im klassischen Anlagenbau• 2D: Neuerstellung und Anpassung von PID's , Layout's, Konstruktionszeichnungen von Apparaten, Detailzeichnungen, Isometrien und Materialauszügen• 3D: Neuerstellung und Anpassung von Apparaten, Gebäuden und Rohrleitungen• Aufnahme von bestehenden Rohrleitungen

Marko Rudjic Skills

Maya 3ds Max Animation Produktentwicklung Konstruktion Cad Strategische Planung Microsoft Office Projektmanagement Adobe Photoshop Kundendienst Konstruktionstechnik Anlageplanung Produktmarketing Inventor Autocad Unity3d Substance Painter Substance Designer Mudbox Zbrush Unreal Engine 4 Rigging

Marko Rudjic Education Details

Frequently Asked Questions about Marko Rudjic

What company does Marko Rudjic work for?

Marko Rudjic works for Screen Juice Interactive Gmbh

What is Marko Rudjic's role at the current company?

Marko Rudjic's current role is 3D Animator & Rigger.

What schools did Marko Rudjic attend?

Marko Rudjic attended Games Academy, Games Academy, Coperion Buss Ag.

What skills is Marko Rudjic known for?

Marko Rudjic has skills like Maya, 3ds Max, Animation, Produktentwicklung, Konstruktion, Cad, Strategische Planung, Microsoft Office, Projektmanagement, Adobe Photoshop, Kundendienst, Konstruktionstechnik.

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