About

Steamroller exists to breathe life into stories, characters, and experiences in visual, physical, and virtual spaces. Each project that comes our way, be it a game, a film, or a theme park ride, exists in its own universe. It is our job to bring this multiverse to life. Our animators build believable characters and whole worlds in a multitude of universes, while our developers manipulate the rules of perception to transport you to a new definition of reality. We relish the opportunity to bring our clients’ universes to life while also developing our own stories.

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Douglas Halley

Steamroller Studios / Douglas Halley

Douglas Halley

Email: raymond.d.halley@gmail.com

Phone: (786) 252 – 7403

Portfolio: raymonddhalley.wixsite.com/portfolio

LinkedIn: linkedin.com/in/raymonddhalley/

Skills:
3D Modelling, Rigging, Scripting, Animation, Problem Solving, Multitasking, Leadership, Adaptability, Asset Management

Software:
Maya, PyQt, UE4, Perforce, Jira, Houdini, Nuke, Deadline, Photoshop, Illustrator

Languages:
Python, HLSL, Mel, JavaScript

Awards:
Space Florida Challenge Grand Prize Winner
2nd Annual Indie Galactic Space Jam
Orlando, FL | August 2015

Experience:
Art Lead/Technical Artist
Orlando, FL
Florida Interactive Entertainment Academy
August 2016 – Present
Established and maintained art pipelines for various projects using Perforce.

Developed multiple bipedal auto rigs using Python to ensure character rig generation is predictable, modifiable, and expandable.

Created a Python script for Maya to transfer UVs to a skinned mesh and maintain a clean history on the final version.

Developed a Python script to move an object and its pivot to the origin.

Optimized art assets to reduce real-time performance costs.

Established a workflow to transfer rigid body dynamic simulations from Houdini to UE4 by baking aspects of the simulation to textures.

Procedurally generated various assets within UE4 using blueprints.

Collaborated on the procedural animation of the jaw bones of character skeletons to simplify the character’s dialogue animation.

Procedurally animated assets using vertex coloring, packed textures, and material manipulation.

Created material functions and parameterized materials to control behavior and variation across material instances.

Developed a post process material to add several layers of colored fog based on the scene’s depth to achieve the desired environmental aesthetic.

Technical Intern (IT/Render Wrangler)
Orlando, FL
Falcon’s Creative Group
March 2016 – June 2016
Monitored and troubleshot the studio’s render farm, which consisted of 120 computers, using Deadline.

Troubleshot software and hardware computer issues throughout the company.

 

Technical Artist, “Willow & Philo”
Orlando, FL
University of Central Florida
January 2014 – May 2014
Set up render passes and rendered sequences using Mental Ray.

Composited footage in Nuke while following a linear color space workflow.

Established and maintained the art pipeline for the animated short.

EDUCATION
Florida Interactive Entertainment Academy
Orlando, FL
University of Central Florida
Expected December 2017

M.S. in Interactive Entertainment: Technical Art

 

School of Visual Arts and Design
Orlando, FL
University of Central Florida
Graduated December 2014
B.F.A. in Emerging Media: Experimental Animation, Minor in Computer Science

Skills

  • 3D Modelling
  • adaptability
  • Animation
  • Asset Management
  • Leadership
  • multitasking
  • Problem Solving
  • Rigging
  • Scripting

Education

August, 2016 - December 2017

Interactive Entertainment: Technical Art at Florida Interactive Entertainment Academy

August 2010 - December 2014

B.F.A. in Emerging Media: Experimental Animation, Minor in Computer Science at University of Central Florida

Experience

August 2016 – Present

Art Lead/Technical Artist at Florida Interactive Entertainment Acedmy

Established and maintained art pipelines for various projects using Perforce.

Developed multiple bipedal auto rigs using Python to ensure character rig generation is predictable, modifiable, and expandable.

Created a Python script for Maya to transfer UVs to a skinned mesh and maintain a clean history on the final version.

Developed a Python script to move an object and its pivot to the origin.

Optimized art assets to reduce real-time performance costs.

Established a workflow to transfer rigid body dynamic simulations from Houdini to UE4 by baking aspects of the simulation to textures.

Procedurally generated various assets within UE4 using blueprints.

Collaborated on the procedural animation of the jaw bones of character skeletons to simplify the character’s dialogue animation.

Procedurally animated assets using vertex coloring, packed textures, and material manipulation.

Created material functions and parameterized materials to control behavior and variation across material instances.

Developed a post process material to add several layers of colored fog based on the scene’s depth to achieve the desired environmental aesthetic.

March 2016 – June 2016

Technical Intern (IT/Render Wrangler) at Falcon’s Creative Group

Monitored and troubleshot the studio’s render farm, which consisted of 120 computers, using Deadline.

Troubleshot software and hardware computer issues throughout the company.

  • Art, Technical
  • Updated 3 years ago

To contact this candidate email raymond.d.halley@gmail.com

Contact using webmail: Gmail / AOL / Yahoo / Outlook