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Age: 33
Nationality: Born in Liverpool, England: BRITISH
Profile:

Combining a passion for animation with a passion for games, I've been in the industry for over 10 years, and pride myself as a dedicated, energetic, self motivated professional, with good communication and problem-solving skills.

I place a strong emphasis on character animation, trying to push the quality of animation in games and inspire those around me to create compelling action and physical performance, whilst creating fun, responsive gameplay mechanics. I also have a wealth of experience in editing, directing, visualising and implimenting Motion Capture and I'm always looking to develop and improve my animation skills.

Skills:
  • Specialize in character driven animation, with an emphasis on Combat Animation.
  • Over 10 years experience in the games industry, with triple A studio's.
  • Creative, imaginative and ethusiastic approach to animated scenes.
  • Understands the tight deadlines that come hand-in-hand with the games industry.
  • Gameplay animation specialist
  • Experienced in the editing, directing, visualising and adapting of Motion Capture data.
  • Leads by example
Work Experience:

Bizarre Creations - Senior Animator
September 2008 - Present

"007 - Bloodstone" (2010)
"Blur" (2010)

  • Working closely with the Lead Animator and other team members to establish the animation style of the project.
  • Working closely with Programmers and Designers to create fun and visually interesting gameplay mechanics.
  • Working with the Animation Programmers developing and creating powerful animation tools to help the animators create visually stunning animation. Whilst helping to smooth the pipeline of animation from concept to playable.
  • Organising and directing actors (Stuntmen) for Motion Capture, defining the visual style and flow of moves to create a fluid gameplay experience.
  • Lead the Implimentation, Visualisation of all Cover Combat Takedowns, worked with programmers and Audio designers to design tools and methods for dual character animations
  • Worked with Cinematic Dept to improve key shots for release trailers and promotional material.
  • Attended GDC 2010 in San Fransico as Bizarre Creations Animation Representative, where I was tasked with connecting and working with other studios in the Activision group, as well as collecting information that would improve our Animation Systems.

Pivotal Games - Lead Animator
August 2007 - September 2008

"Undisclosed Project/s "

  • Overseeing, directing, scheduling, reviewing and asigning the animation teams tasks.
  • Creating and leading the visual style of in-game animations.
  • Working closely with Programmers and Designers to create fun and visually interesting gameplay mechanics.
  • Creating storyboards for other animators to follow, during in-game cinematics.
  • Directing the animation department and providing valuable communication between all other departments in the Studio.
  • Oversaw and directed the development of the new game-play animation toolset, to help remove any barriers the animators would have, leaving them to focus on the quality of animation.
  • Directing the use, visual style and organisation of Motion Capture data, as well as direction of the actors and setting up links with external Motion Capture studio.

Ubisoft Montreal - Senior Animator/Lead Combat Animator
April 2005 - August 2007

"Assassin's Creed" (2007)

  • Animating "NAViGaTR award winning" realistic combat moves, whilst retaining the flow and control needed to produce fun game-play mechanics.
  • Creating and developing with a team of animators, designers and programmers the foundations for the franchise's original incarnation of it's combat system.
  • Worked closely with the Animation Director to maintain animation momentum of the combat with the core gameplay mechanics.
  • Editing, acting and implimented Motion Capture data from internal Motion Capture Studio.
  • Interacting directly with all other teams i.e. Effects, Sound, AI, Design and Programming to ensure that we achieve the vision of the creative director.
  • Was part of the team responsible for revealing the first playable version of AC to the press at E3 2007.

Hothouse Creations - Lead Animator
October 2002 - April 2005

"Crimelife: Gang Wars" (2005)
"Pop Idol/American Idol" (2003)

  • Overseeing, directing, scheduling, reviewing and asigning the animation teams tasks.
  • Creating and leading the visual style of in-game animations.
  • Helped develop the games combat system (Crifelife) along with designers and programmers.
  • Creating storyboards for other animators to follow, during in-game cinematics.
  • Setup links with various motion capture studios, when producing several technical demos for game pitches.
  • Co-ordinated a team of 12 animators at it's peak (Pop Idol), syncronising singing and dancing movements with professional produced audio tracks.

Hothouse Creations - Animator / Artist
September 2000 - October 2002

"Casino Inc/Casino Inc: The Management" (2003)
"Who Wants To Be A Millionaire" (2000 - 2002)

  • Key-framed many differing personality styles of in-game character, bringing life to the Casino Inc floor.
  • Devised, animated and composited the main introduction sequence for the game.
  • Recreated photo realistic television sets for 14 different WWTBAM contries, as well being responsible for the visual interface aesthetic.

 

Education: University of Wales, Newport
BA(Hons) Animation
Software Experience:

. 3D Studio MAX
. MotionBuilder
. Maya
. Adobe After Effects
. Adobe Photoshop
. Adobe Premiere
. Vicon IQ
. Soundforge (Adobe Audition)
. Dreamweaver MX (Intermediate)
. Hansoft Scheduling
. Perforce and Alienbrain Asset Management

 

References: Available upon request
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