Nemo Nemiroff
TECHNICAL ANIMATOR
I STRIVE TO
TO CREATE ENGAGING
PROJECTS WHERE THE
ART AND TECH ASPECTS
INFORM EACH OTHER
IN AN INTUITIVE AND MEANINGFUL WAY.
SKILLS
2D and CG Animation
Motion Capture
Rigging/Skinning
Pymel Scripting
Storyboarding
PROGRAMS
Maya
Motion Builder
Motive
Cortex
Spine
Photoshop
Illustrator
After Effects
Unreal
Unity
Toonboom
Flash
PERSONAL
Love learning new skills
Am a great team player
Love a challenge
Transformers Trivia Master
Owner of the best cat
Semi-trained with a sword
EDUCATION
DigiPen Institute of Technology
Redmond, Washington, 2011-2015
Bachelors of Fine Arts
WaNIC AP Animation
Redmond, Washington, 2010-2011
Certificate of Completion
WORK EXPERIENCE
Harebrained Schemes - The Lamplighters League
Technical Character Artist 2021-2023
At HBS I began with establishing a character pipeline that
would be versatile and fast, as we were in the early stages of
developing a new project, and needed to be able to iterate quickly on many new characters. I made sure to work closely with our modeler and animator to ensure hand offs between artists would be seamless. Later this project was put on hold so we could switch gears to directly support HBS's ongoing project; Lamplighters League. On this larger team, I worked with engineers to add ragdoll, ground based IK, and improved cloth sim functionality to dozens of characters. In addition, my background in animation allowed me to give consistent and meaningful feedback to our animators
as they brought the game to life.
343 Industries - Halo Infinite
Motion Capture Technical Animator 2019-2020
As a part of the mocap tech team, I worked with other artists and talent on set, owned data cleanup, and provided support for our animators. I played an active role in streamlining our facial mocap workflow, and in authoring tools to further improve our processes. For our animators, I pivoted between tasks that would have the most impact for the team and meet our artists’ specific needs so they could take the cinematics of Infinite to a fine polish.
Holospark - Séance -The Haunted Graveyard -Crucible
Lead Motion Capture Technical Animator 2017 - 2019
For the HolosparkVR team I built and ran the mocap studio;
from calibrating cameras to final animation. I created the
cinematic rigs used in the VR Experiences, and continuously
worked to optimize the pipeline through python scripting.
Being on a small team, I played a vital role in facilitating
strong teamwork, organization, and creative direction.
For Amazon’s Crucible I supported the team as a tech artist, skinning characters and creating prop rigs for the cinematic team. I worked closely with the leads and modelers to ensure high quality and functionality for the animators. Together we created a full living environment for the character shorts; from simple props to fully simmed hanging cables.
Monolith Productions - Shadow of War
Associate Technical Animator 2016-2017
For the AAA sequel Shadow of War, I put my problem solving skills and eye for detail to work co-running the motion capture studio and ensuring high quality mocap data for the animation team to work with. I made myself a versatile teammate who tackled a myriad of troubleshooting, integrating, and animation tasks as we polished the game.
Sunbreak Studios - Care for Our World
Animator, 2016
For this heartwarming book app I transformed page art into animateable characters and used traditional 2d animation techniques to bring those pages to life.