Randall H.
Technical Animation Director at Epic Games- Claim this Profile
Click to upgrade to our gold package
for the full feature experience.
Topline Score
Bio
James Sumner
Randall proved to be a superb colleague and supervisor during my time at Boss Key. As a technical animator, he has a fastidious eye for detail and problem-solving and put together a flexible pipeline that served Boss Key very well for 3+ years of production. As a supervisor, Randall struck a great balance of direct review and engagement while simultaneously allowing me freedom to explore new techniques and ideas. And as a colleague he was always funny, personable, and approachable. I'd recommend Randall in a heartbeat to anyone looking for a Principal/Lead Technical or Rigging Artist.
Tramell Isaac
I really enjoy working with Randall. He's the hard working problem solver that you need in a technical animator. He is always forward thinking and plans accordingly for issues that are on the horizon. Got a tough deadline? Randall is there making sure that his assignments are complete. When there are issues that he can not solve, Randall communicates problems upward to initiate a speedy resolution. I've had the pleasure of working with Randall on Lawbreakers and would love to have him on my team any time in the future.
James Sumner
Randall proved to be a superb colleague and supervisor during my time at Boss Key. As a technical animator, he has a fastidious eye for detail and problem-solving and put together a flexible pipeline that served Boss Key very well for 3+ years of production. As a supervisor, Randall struck a great balance of direct review and engagement while simultaneously allowing me freedom to explore new techniques and ideas. And as a colleague he was always funny, personable, and approachable. I'd recommend Randall in a heartbeat to anyone looking for a Principal/Lead Technical or Rigging Artist.
Tramell Isaac
I really enjoy working with Randall. He's the hard working problem solver that you need in a technical animator. He is always forward thinking and plans accordingly for issues that are on the horizon. Got a tough deadline? Randall is there making sure that his assignments are complete. When there are issues that he can not solve, Randall communicates problems upward to initiate a speedy resolution. I've had the pleasure of working with Randall on Lawbreakers and would love to have him on my team any time in the future.
James Sumner
Randall proved to be a superb colleague and supervisor during my time at Boss Key. As a technical animator, he has a fastidious eye for detail and problem-solving and put together a flexible pipeline that served Boss Key very well for 3+ years of production. As a supervisor, Randall struck a great balance of direct review and engagement while simultaneously allowing me freedom to explore new techniques and ideas. And as a colleague he was always funny, personable, and approachable. I'd recommend Randall in a heartbeat to anyone looking for a Principal/Lead Technical or Rigging Artist.
Tramell Isaac
I really enjoy working with Randall. He's the hard working problem solver that you need in a technical animator. He is always forward thinking and plans accordingly for issues that are on the horizon. Got a tough deadline? Randall is there making sure that his assignments are complete. When there are issues that he can not solve, Randall communicates problems upward to initiate a speedy resolution. I've had the pleasure of working with Randall on Lawbreakers and would love to have him on my team any time in the future.
James Sumner
Randall proved to be a superb colleague and supervisor during my time at Boss Key. As a technical animator, he has a fastidious eye for detail and problem-solving and put together a flexible pipeline that served Boss Key very well for 3+ years of production. As a supervisor, Randall struck a great balance of direct review and engagement while simultaneously allowing me freedom to explore new techniques and ideas. And as a colleague he was always funny, personable, and approachable. I'd recommend Randall in a heartbeat to anyone looking for a Principal/Lead Technical or Rigging Artist.
Tramell Isaac
I really enjoy working with Randall. He's the hard working problem solver that you need in a technical animator. He is always forward thinking and plans accordingly for issues that are on the horizon. Got a tough deadline? Randall is there making sure that his assignments are complete. When there are issues that he can not solve, Randall communicates problems upward to initiate a speedy resolution. I've had the pleasure of working with Randall on Lawbreakers and would love to have him on my team any time in the future.
Experience
-
Epic Games
-
United States
-
Computer Games
-
700 & Above Employee
-
Technical Animation Director
-
Aug 2018 - Present
-
-
-
Red Storm Entertainment
-
United States
-
Computer Games
-
100 - 200 Employee
-
Senior Expert Technical Animator
-
May 2018 - Aug 2018
Worked with the animation team, creating custom tools to facilitate their process to take animation from MotionBuilder into Maya for an unannounced title. Worked with the animation team, creating custom tools to facilitate their process to take animation from MotionBuilder into Maya for an unannounced title.
-
-
-
Boss Key Productions Inc
-
Raleigh-Durham, North Carolina Area
-
Principal Technical Animator
-
Oct 2014 - Apr 2018
Primary Character Rigger for Boss Key's debut title Lawbreakers. I worked directly with the Art Director, Character Art and outsourcers to improve the final result of the characters visuals in game. My duties also include tools development and support for the animation team and other art departments in the studio. Primary Character Rigger for Boss Key's debut title Lawbreakers. I worked directly with the Art Director, Character Art and outsourcers to improve the final result of the characters visuals in game. My duties also include tools development and support for the animation team and other art departments in the studio.
-
-
-
Volition
-
United States
-
Computer Games
-
1 - 100 Employee
-
Principal Technical Animator
-
Dec 2012 - Oct 2014
Technical Animation Lead for the studio-wide technology group responsible for improving our tools and pipelines for future and existing projects. Focused on the python conversion of our proprietary editor, a flexible character and animation export pipeline, and improving character rigging and construction tools.
-
-
Lead Technical Animator
-
Mar 2004 - Dec 2012
Lead Technical Animator on Saints Row 4, Saints Row 3, & Red Faction: Guerrilla. Primary character rigger, responsible for developing tools and improving the work-flows for various disciplines including Animation, Cinematics and Character Art. My duties have involved developing a cloth simulation system, character rigging, animation tools, lip-sync automation, defining character budgets and working to improve productivity & visuals in all areas of art production.Prior to this role I was an Animator on the debut Saints Row title. Show less
-
-
-
Sony Online Entertainment
-
Computer Games
-
1 - 100 Employee
-
Cinematic Animator / Lords of Everquest
-
Oct 2003 - Dec 2003
I worked as a freelance Artist/Animator on SoE's Lords of Everquest opening cinematic. My tasks included minor rigging, shot layout, mocap implementation and animation. Additionally, I worked in after effects to complete the shots. I worked as a freelance Artist/Animator on SoE's Lords of Everquest opening cinematic. My tasks included minor rigging, shot layout, mocap implementation and animation. Additionally, I worked in after effects to complete the shots.
-
-
-
-
Artist / Middle Earth Online
-
Jan 2003 - May 2003
I worked as a freelance artist for Turbine Entertainment through a consulting studio The Ballistic Pixel Lab. I created characters, environment objects and textures for this title. I worked as a freelance artist for Turbine Entertainment through a consulting studio The Ballistic Pixel Lab. I created characters, environment objects and textures for this title.
-
-
-
3DO
-
Computer Games
-
1 - 100 Employee
-
Artist/Animator Sarge's War
-
Sep 2002 - Jan 2003
I worked as a freelance artist for 3DO through a consulting studio The Ballistic Pixel Lab. I modeled and textured several NPC's. I also worked as a cinematic artist/animator creating morph targets for characters, setting up shots, working with mocap and animating the characters for several cutscenes. I worked as a freelance artist for 3DO through a consulting studio The Ballistic Pixel Lab. I modeled and textured several NPC's. I also worked as a cinematic artist/animator creating morph targets for characters, setting up shots, working with mocap and animating the characters for several cutscenes.
-
-
-
-
Animator
-
2000 - 2003
Worked on various productions that required character animation including game cinematics, animated shorts and medical presentations. Worked on various productions that required character animation including game cinematics, animated shorts and medical presentations.
-
-
Education
-
Art Institute of Pittsburgh
CAMM, Computer Animation/ Multimedia