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Work Experience
Ethan McCaughey - Technical Artist

Shipped Titles
- Call of Duty 4: Modern Warfare - Remastered (2017) 
- Call of Duty: Black Ops III (2015)

- Burnstar (2015)
- Call of Duty: Advanced Warfare (2014)
- Aliens: Colonial Marines (2013)
- Call of Duty: Ghosts (2013) 
- Call of Duty: Black Ops (2010)
- 007: Quantum of Solace (2008)
- Enemy Territory: QUAKE Wars (2008)

Nerve Software

Senior Technical Artist / Senior Animator

July 2007 - November 2017

Richardson, TX

MumboJumbo FORMERLY RITUAL ENTERTAINMENT 

Art Lead / Animator

Feb 2004 - July 2007

Dallas, TX

Responsibilities

- Coordinated animation efforts across several AAA titles

- Maintained asset request lists

- Rigging and animation: characters, props, and physical effects

- Developed rig standards and provided MEL script animation tool support

- Coordinated all art and animation efforts for several projects

- Established art pipelines for several Next Generation engines

- Established style guides

- Determined technical requirements for asset creation

Red Eye Studios
Animator
May 2003 - Jan 2004
Rochester, NY

Responsibilities

- Modeled, Rigged, and Animated Characters for FMVs, sprite animation, and realtime characters for the gameboy

Skills
Software
Education

Bachelor of Science in Film & Animation (2001)
Rochester Institute of Technology, Rochester, NY

Responsibilities

- Developed and maintained animation, rigging, prop, and level art pipeline scripts and tools for Maya and 3ds Max using       Python, MEL, and MaxScript

- Developed Maya level editing pipeline for use with Radiant.

- Created custom shaders in GLSL, Unreal, and Unity.

- Provided rigging, character animation, prop modelling, and texturing.

Shipped Titles

- Luxor 3 (2007)

- Medal of Honor: Airborne (2007)

- The Office (2007)

- 25 to Life (2006)

- SiN Episodes: Emergence (2006)

Shipped Titles

- Crash Nitro Kart (2003)

- Maintain production pipelines, providing technical support for artists.
- Develop tools, scripts, and plugins to streamline processes and solve technical issues.
- Able to act as a bridge between Art and Engineering departments to smooth production flow.
- Create original art, animations, and game assets as directed by management, and optimized to fit within perf budgets.
- Help define and address technical design requirements and issues during pre-production.

Autodesk Maya

Adobe Photoshop

Pixelogic Zbrush

Quixel Suite

Python

MEL

GLSL

Perforce

Radiant (Call of Duty)

Unreal Engine 4

Unity

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Objective

To obtain an engaging Technical Artist position at a video game company that celebrates innovation, self motivation, and collaboration while working with passionate and excited individuals to make world class games.

© 2018 by Ethan McCaughey 

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