Patrick Benson-Kingsland
Technical Artist
Kent, United States

Summary

I'm a technical artist with a focus on technical animation, shaders, and asset pipelines.

Skills

Rigging3D AnimationMotion CaptureCharacter Animation3D ModelingShadersVisual Effects

Software proficiency

Maya
Maya
MotionBuilder
MotionBuilder
Houdini
Houdini
ZBrush
ZBrush
Python
Python
Visual Studio
Visual Studio
3DCoat
3DCoat
DAZ Studio
DAZ Studio
Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
Krita
Krita
Photoshop
Photoshop
Illustrator
Illustrator
Unreal Engine
Unreal Engine
Unity
Unity

Productions

    • Video Game
      Shards of Jericho (working title)
    • Year
      2019
    • Role
      Technical Animator
    • Company
      Actually A Game Company
    • Video Game
      Asteroids: Planetary Defense
    • Year
      2017
    • Role
      Artist & Technical Artist
    • Company
      Actually A Game Company
    • Mobile Game
      SHADOWscrapers
    • Year
      2017
    • Role
      Technical Artist
    • Company
      Sky Pulse

Experience

  • Technical Animator at Actually A Game Company
    Salt Lake City, United States of America
    August 2017 - Present

    I am the sole rigger and animator on the team. I am working with the asset development teams, making sure all our assets are suited for animation, and meet quality standards.

  • 3D Modeling Instructor at University of Utah
    Salt Lake City, United States of America
    August 2017 - Present

    I teach 3D modeling for the university. It's the prerequisite for everything on the visual side of the game design program. While teaching, I saw that the course curriculum was not matching the learning outcomes the university desired. I've worked with the department leads to change the syllabus and make sure students leave with the knowledge they need to excel in the game design program.

  • Technical Artist at Sky Pulse
    Salt Lake City
    August 2016 - August 2017

    Worked with Sky Pulse on their, SHADOWscrapers. It was a small team, so I wore a lot of hats. Primarily, I was in charge of pipeline, character modeling and animation, and engine optimization.