
Brandon Budidjaja
Techical Artist
Relevant Experience:
I Got Games (IGG)
June 2018 - Present
Technical Artist / Tools Developer- Fremont, CA
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Lead a technical team in developing tools for Unreal Engine and Unity to help artists achieve realistic simulation with little or no programming needed.
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Develops and maintains python tools to help the process of rigging and animating.
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Solve technical issues and create a smooth pipeline for the workflow between art and game engines.
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Generates extensive creature/biped rig for cinematic animations.
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Responsible for research and development in order to achieve more realistic animation in both Cinematic and Game engines.
Playchemy
July 2017 - June 2018
Technical Artist / Unity Developer- - Millbrae, CA
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Ensure an efficient pipeline from the Autodesk Maya into both Unreal and Unity engine to keep the quality of the models and animations in the game.
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Developed and maintain python tools that automate monotonous processes for rigging and animating characters.
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Set up joint base rigs for both humanoid and creature models using Autodesk Maya and custom made tools using both Mel and python.
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Managed the development of an IK system for a realistic hand movement in virtual reality.
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Improved the Navigation Mesh from Unity to allow an AI to glide around in 3D space.
Mage Ascending - Vive / Unity (AAU Spring Show and GDC 2017)
October 2016 - March 2017
Programmer / Designer / Rigging- San Francisco, CA
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Designed and implemented a spell change mechanic using a magic book in order to fully immerse the player in Virtual Reality
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Merged rigid body physics with joint physics in order to create a smooth ballistic throwing movement.
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In charge of producing and editing a cinematic trailer of the game to be shown in GDC 2017.
Senso Demo - Unity (Made for Senso to show in GDC 2017)
December 2016 - March 2017
Gameplay Engineer/ Designer / Rigging - San Francisco, CA
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Developed a code that communicates with the system API in order to use the glove functionality for the game.
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Created pseudo gestures from the glove by modifying the core program thus allowing the designer to test gameplay.
Booty Trap - Google Tango / Unity(Published in Google Store)
December 2016 - March 2017
Programmer / Designer - San Francisco, CA
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Developed and designed some of the traps used in the game.
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Redesigning the tango system to allow the user to place traps on the wall in AR accurately
Skills:
Skilled in: Programming, Rigging
Engine: Unity, Unreal Engine, Construct Engine
Software Languages: C#, JavaScript, Mel, Python
Languages: English and Indonesian
Education:
Academy of Art University – San Francisco, CA 2014-2017
B.A Game Design
Diablo Valley College – Pleasant Hill, CA 2012-2014
Studied in B.S Computer Science.