Steven Dickinson

Steven Dickinson Email and Phone Number

Principal Technical Design in Animation (TDiA) @ Epic Games
Vancouver, BC, CA
Steven Dickinson's Location
Vancouver, British Columbia, Canada, Canada
Steven Dickinson's Contact Details

Steven Dickinson work email

Steven Dickinson personal email

About Steven Dickinson

Steven Dickinson is a Principal Technical Design in Animation (TDiA) at Epic Games. He possess expertise in character animation, cinematics, animation, video games, game development and 17 more skills. Colleagues describe him as "I worked with Steven on Prince of Persia: Warrior Within, King Kong and Assassin's Creed. For every project Steven always rose above and beyond expectations, sometimes acting as lead animator and sometimes acting as a project manager. He can do pretty much anything. He's also a great animator with tons of experience and would fit in exceptionally in any team."

Steven Dickinson's Current Company Details
Epic Games

Epic Games

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Principal Technical Design in Animation (TDiA)
Vancouver, BC, CA
Website:
epicgames.com
Employees:
11318
Steven Dickinson Work Experience Details
  • Epic Games
    Principal Technical Design In Animation (Tdia)
    Epic Games
    Vancouver, Bc, Ca
  • Epic Games
    Senior Technical Design In Animation (Tdia)
    Epic Games Feb 2021 - Present
    Cary, Nc, Us
    Game: Fortnite
  • The Coalition Studio
    Senior Technical Design In Animation
    The Coalition Studio Jun 2015 - Feb 2021
    Vancouver, British Columbia, Ca
    Game: Gears of War 4Game: Gears 5Game: Gears 5 - Hivebusters DLC
  • Ubisoft Montreal
    Gameplay Lead Animator
    Ubisoft Montreal Dec 2011 - Jun 2015
    Saint-Mandé, Île-De-France, Fr
    Game: Assassin's Creed SyndicateGame: Assassin's Creed: UnityResponsibilities:- Designed and implemented the new parkour navigation behaviour system(s) for the main character.- Leading role in prioritizing and deciding the key Parkour features most important for delivering a quality user experience within the organic Paris environment.- Ensured all animation behaviors supported network replication.- Contributed extensively in the design and function of Ubisoft’s new proprietary animation behavior tool (Kino), built for Assassins Creed Unity, which included; prioritizing tool deliverables to match gameplay team deadlines, user testing new features, then training the animators and programmers how to use them. - Designed and integrated the animation pipeline to support a node based behavior tool (Kino).- Trained and mentored animators both on the project and within all of Ubisoft on the new behavior pipeline and animation philosophy.
  • Electronic Arts
    Lead Animator
    Electronic Arts Feb 2009 - 2011
    Redwood City, Ca, Us
    Responsibilities:- Supervised a team of three animators.- Used proprietary software design and built animation blend trees, states, and behaviours.- Created character key frame animations for the game, including style-setting examples for other animators. - Reviewed, critiqued and approved the work of other animators.- Coordinated and directed multiday motion capture shoots.- Scheduled and organized a team of animators, both locally and remote.- Technical follow up on tools and tasks.
  • Pandemic
    Lead Animator
    Pandemic Jan 2007 - 2009
    Los Angeles, Ca, Us
    Responsibilities:- Supervised a team of five animators.- Used Havok Behavior; designed and built all animation behaviors.- Designed and built an in-game and cinematic pipeline. - Created character key frame animations for the game, including style-setting examples for other animators. - Reviewed, critiqued and approved the work of other animators.- Scheduled and organized a team of animators.- Technical follow up on tools and tasks
  • Behaviour Interactive
    Senior/Lead Animator
    Behaviour Interactive Jan 2006 - Jan 2007
    Montréal, Québec, Ca
    Lead AnimatorResponsibilities:- Supervised a team of three animators.- Created character key frame animations for the game, including style-setting examples for other animators. - Developed animation pipeline for in game assets.- Reviewed, critiqued and approved the work of other animators.- Developed and maintained character animation move sheets.Senior Character AnimatorGame – Happy FeetResponsibilities:- In game animation.- Used Motion Builder; organized and applied all motion capture data onto assigned rigs.
  • Ubisoft Montréal
    Senior Character Animator
    Ubisoft Montréal 2004 - 2006
    Montréal, Québec, Ca
    Game - Assassin's CreedResponsibilities:- Responsible for developing Crowd Interaction and Hurt system.- Worked on the fight, free run, hurt and horse riding systems.- Organized and led motion capture sessions. - Responsible for developing and maintaining character move sheets. Game - King KongResponsibilities:- Pre-production; responsible for developing styles and uniqueness for Kong and other characters.- Responsible for both character and object animations.Game - Prince of Persia Warrior WithinResponsibilities:- Responsible for both character and object animations for in game and cinematics.- Responsible for creation of character move sheets
  • Frantic Films
    Animator
    Frantic Films 2003 - 2004
    Winnipeg, Mb, Ca
    Responsibilities:- Post animator/particle f/x animator on Scoobie Doo 2.- Responsible for animation, particle effects, modeling and 3D roto when needed.- Pre-viz animator for the movie Catwoman.- Responsible for character animation, modeling, lighting, and camera set up, as needed.- Worked closely with the Director, F/X producer, editor and stunt director to achieve the result’s envisioned.
  • Cage Digital Production’S
    Senior Character Animator
    Cage Digital Production’S 1999 - 2002
    Responsibilities:- Worked on children’s television show, “Hippo Tub Co.”- Responsible for 30 seconds a week of character animation, including lip synch and facial animation.- Responsible for building sets and props from concept drawings, as needed.- Visual FX – “Lexx The Dark Zone” (Season 3 - TV series).- Visual FX, 3D Animator – “Kids Planet Home Video Millennium Special”.

Steven Dickinson Skills

Character Animation Cinematics Animation Video Games Game Development Xbox 360 Motion Capture Autodesk Motionbuilder Facial Animation Maya Visual Effects Computer Animation Texturing Character Rigging Ps3 Texture Painting Pre Visualization Xsi Rigging Mel Uv Mapping Unreal Engine 3

Steven Dickinson Education Details

  • Mckenzie College
    Mckenzie College
    Animation

Frequently Asked Questions about Steven Dickinson

What company does Steven Dickinson work for?

Steven Dickinson works for Epic Games

What is Steven Dickinson's role at the current company?

Steven Dickinson's current role is Principal Technical Design in Animation (TDiA).

What is Steven Dickinson's email address?

Steven Dickinson's email address is th****@****ail.com

What schools did Steven Dickinson attend?

Steven Dickinson attended Mckenzie College.

What skills is Steven Dickinson known for?

Steven Dickinson has skills like Character Animation, Cinematics, Animation, Video Games, Game Development, Xbox 360, Motion Capture, Autodesk Motionbuilder, Facial Animation, Maya, Visual Effects, Computer Animation.

Who are Steven Dickinson's colleagues?

Steven Dickinson's colleagues are Tyla Jay, Bob Bob, Dav Troxe, Chuy Mtz, Rafael Gutmann, Michelle Nissen, Hassan Assakouri.

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