Scott Clary


Technical Animator

I write tools, build pipelines, prototype features, and create art assets to help teams get art into games.

I love making games and making things work. I collaborate with artists and programmers to solve problems, eliminate communication barriers, and ship content to players.


Portfolio

Tools

Animation Retargeter
Scene Validator
Auto-Rig
Exporters
Skinning Tools
Refitter
Maya Unit Tests

Shipped Titles


Experience

Senior Technical Animator

Star Stable Entertainment : Star Stable

Character production for a 10-year-old MMO developed in an in-house game engine.
  • Key contributor in releasing a new, more-customizable, backwards-compatible Player Character.
  • Developed Maya tools such as: animation retargeter, scene validator, clothing refitter, and exporters.
  • Rigged, skinned, and implemented in-game a variety of biped and quadruped characters.
  • Helped research and develop new game engine features and character rig features.
  • Supported and mentored a 16-person character team and liaisoned with the engine team.
  • Assisted with the hiring process of new team members: identifying project needs, interfacing with recruitement team, interviewing candidates, and onboarding new hires.
  • Trained and mentored multiple teams on Perforce best practices and branch/merge strategies.
October 2020 - Present

Team Lead Art

InnoGames : Warlords of Aternum

I supervised five artists on a 28-person development team for a live mobile game.
  • Hired as a technical artist and promoted to art lead of the project a year later.
  • Responsible for:
    • HR management of the art team such budget planning and performance reviews.
    • Art-related project management such as release planning and feature scoping.
    • Maintaining the art direction of Warlords of Aternum.
  • Continued to directly contribute to the project as the team's only technical artist.
January 2019 - April 2020

Senior Technical Artist

InnoGames : Warlords of Aternum

I ensured the art assets our team created made it into the game performing as intended.
  • Developed a Maya launcher, tools, and shared art tools repository used by multiple InnoGames projects.
  • As our team's only Maya, rigging, and skinning specialist I trained our 3D artists on many Maya best-practices and acted as our team's Maya help desk.
  • Maintained existing and implemented new animation, character, and environment art assets.
  • I was our team's live-ops 3D-art-bug-fixer and firefighter.
  • I helped organize a bi-weekly interdepartment Tech Art Roundtable meeting which saw programmers, artists, and tech artists attending from multiple InnoGames' departments.
July 2017 - January 2019

Senior Technical Artist

Machine Zone

I made art tools and helped build an automated 3D art pipeline for an in-house mobile games platform.
  • Designed, developed, unit tested, and documented a suite of Maya rigging and animation tools:
    • A modular auto-rigging system that allows body parts to be lego-bricked together to fit varied character types.
    • An auto-rig template system that allows a user-defined biped or quadruped to be rigged within moments.
    • A meta-rig system of Maya nodes used to store rig metadata in the Maya scene that helped make rigging tools resilient to users' rig changes and agnostic to name changes.
  • Developed Maya-to-engine export and batch export tools.
  • Created prototype artwork for multiple in-house demos to test and prove our studio's technology.
December 2015 - April 2017

Senior Technical Artist

CCP Games : EVE Online

I built tools and helped maintain the art pipeline for the graphics team on EVE Online.
  • Developed and maintained art and pipeline tools for the graphics, character, marketing, and audio teams.
  • Regularly performed code reviews and mentored less experienced and new members of the team.
  • Maintained and extended functionality to the graphics team's primary art asset management tool.
  • Helped to maintain high code quality in our art pipeline by practicing test driven development.
January 2013 - November 2015

Senior Technical Artist

TRC Family Entertainment
Prototyped and developed the art pipeline for a cancelled MMO project in Unity.
  • Developed a modular character pipeline used to create customizable in-game characters.
  • Rigged main playable character and several NPC characters.
  • Wrote modelling, animation, skinning, and general utility tools to speed production.
February 2012 - November 2012

Technical Artist

CCP Games : EVE Online

Member of the character team responsible for delivering the EVE Online Character Creator.
  • Developed and maintained character pipeline tools for both Maya and Jessica (CCP's game engine).
  • Renovated automated skinning pipeline to be more flexible and resilient reducing art iteration time.
  • Played a major role in planning and executing an unexpected character skeleton update.
April 2010 - January 2012

Technical Artist

Sony Online Entertainment
Responsible for optimizing and preserving the visual quality of character art assets.
  • Helped develop the character pipeline by renovating our skinning process and writing training tutorials.
  • Wrote numerous tools for the character, animation, and environment teams.
  • Skinned and built LOD models for over one hundred clothing assets for a customizable character system.
May 2007 - June 2009

3D Animation Instructor

International Academy for Design and Technology
Taflavorfontt an introductory course in 3D modeling and animation to college students.
  • I gave students their first exposure to 3D in IADT’s curriculum.
  • Curriculum included navigation, 3D modeling, texturing, rigging, and animation in Maya.
January 2009 - June 2009

Education

Digipen Institute of Technology

Associate of Applied Arts (AAA)

3D Computer Animation

September 2005 - April 2007

Umpqua Community College

Associate of Applied Sciences (AAS)
September 2003 - June 2005

Skills

Hard Skills:

Programming

  • Python
  • PyMEL
  • OpenMaya API
  • PySide
  • PyQt
  • Mel
  • C#

Software

  • Maya
  • 3ds Max
  • Blender
  • Houdini
  • Photoshop
  • Unity
  • Unreal Engine

Version Control

  • Git
  • Perforce
  • SVN

Soft Skills:

Tools Development

  • Test Driven Development
  • Prototyping and R&D
  • OpenMaya API
  • UI Design
  • Pipeline Development

3D Art

  • Rigging
  • Skinning
  • Animation
  • Modeling
  • UV layout
  • Materials and Shaders

Personal

  • Team Collaboration
  • Self Direction
  • Problem Solving
  • I like making things. A lot.

Language Skills:

English
Level: Native

German
Level: A2-B1

Icelandic
Level: B1


About Me

tl;dr

  • I am a Technical Artist from the U.S. currently living in Norway.
  • I've been developing games for console, PC, and mobile platforms since 2007.
  • I love games. I've been gaming since my older brother got a NES for Christmas.
  • I love to figure things out and make things work.
  • I write tools, build pipelines, prototype features, and create art assets to help teams get art into games.
  • --verbose

    My name is Scott and I am a technical artist. I have over a decade of experience working in game development. I currently live in Oslo Norway, but I was born and raised in the United States. I grew up playing games and have always loved finding ways to exploit game mechanics to give me an edge. Now, I do pretty much the same thing, but professionally and for art pipelines.

    I like to dig into a project, learn how its systems and the development team behind it work together, and build the tools that help our team make a cool game. I have an eye for foreseeing potential technical hurdles and finding solutions for them before they can impact production.

    I've worn many developer hats over the years to best fulfill the needs of the various projects I've been a part of. I've written tools to improve art production for character, environment, animation, and cinematic teams. I've created prototype art assets to develop, test, and prove in-game features. I've rigged and animated characters and I've developed automated rigging and skinning systems. I write tools, trouble shoot technical issues, and create art assets to ensure that deadlines are met and at the highest possible quality.

    I like to be software agnostic and enjoy the challenge of adapting to new workflows and applications. However, I am most proficient with Maya as every studio I have worked at has been a Maya house.

    I enjoy working on teams with skilled and motivated people. I take every opportunity to learn from those around me and share what I know. I take direction and criticism well, but I also have no problem completing tasks with little direction. I am able to schedule and prioritize my tasks in order to meet deadlines on time.

    I love ice cream.


    Interests and Hobbies

    Gaming is my most consistent hobby and my default time-killer. When I'm not gaming I cycle through a bunch of other hobbies in my free time. I think about how I spend my free time like a glass of water. I'm either filling the glass by reading, learning, and experiencing things. Or I empty the glass by making things. When it feels like my glass is getting too full I feel like I need to create things. When I feel short on motivation and inspiration it often helps to take some time to fill my glass.

    Hobbies

    • Dancing
    • Rock Climbing
    • Hiking
    • Jewelry making
    • Goldsmithing
    • Making my own video game
    • Making my own board game
    • Making stuff with Duct tape
    • Reading
    • Telling stories
    • Playing violin and trumpet

    Top 10 Video Games

    • Dark Souls
    • Final Fantasy XI
    • Divinity: Original Sin 2
    • Rust
    • Remnant: From the Ashes
    • Final Fantasy V
    • Final Fantasy VI
    • StarCraft
    • Warcraft III
    • Mega Man X2

    Gamer Flexes

    • 100% trophies/achievements on:
      • Demon's Souls
      • Dark Souls
      • Dark Souls 2
      • Dark Souls 3
      • Bloodborne
      • Elden Ring
    • 150/150 Pokedex on Pokemon Red
    • Acquired Fenrir Avatar in Final Fantasy XI back when the level cap was 75.