Andrew Rushakoff
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EDUCATION
University of Massachusetts Boston, Computer Science - January 2019 - Present
Although my true passion is and will always be 3D modeling and animation, I decided to continue expanding my skill set. Learning programming will help further my life long goal of working on games.
Full Sail University, Bachelor of Science in Computer Animation - August 2012 – December 2014
Specialized in 3D modeling and animation. Obtained experience in rigging, sculpting and rendering polygonal objects from real world reference using Maya and Zbrush, editing, compositing video and creating VFX with After Effects, Nuke, and Premiere. Experienced in using Mocha and Syntheyes to motion track video for compositing, as well as Cortex and MotionBuilder to record, clean up, and edit motion capture data. Also trained in fundamentals of traditional art, including sculpting, perspective, figure drawing, color theory, and proportions. My work was often featured by my professors as an example for fellow students to emulate. Full Sail is one of the premier digital arts schools in the country. It is a fully immersive educational environment training the next generation of graphic artists using project based assignments and industry-standard workflows. Classes at full sail are 8 hours a day, 5-6 days a week and are taught by professionals from the animation industry, including Pixar and Disney.
University of West Florida, Film - August 2011 – May 2012
Began a communications degree in the film curriculum at University of West Florida. Studied and practiced Film Production. At the end of Freshmen year, I decided to pursue my dream of modeling and animation at Full Sail University.
Niceville High School, Specialty in Video Production & Editing - August 2008 - May 2011
Built experience using the most current film editing and special effects processes, working with some of the best hardware of its time. Key member in the creation of the NTV show. As an NTV member, became experienced in script writing, video and effects editing, acting, and cinematography. Used After Effects and Final Cut Pro to produce a weekly school news show with innovative, award winning skits. Niceville High School is one of only a handful of Florida schools to incorporate a state-of-the-art digital film- making program. The school hired an experienced instructor straight out of the video industry and developed an immersive curriculum for maximum exposure to film production. The video studio included a professional HD Panasonic Pro HPX camera, boom and shotgun microphones, a dolly system, a jib system, a glidecam, and the most current Adobe CS6 editing suite.
EXPERIENCE
Lead Developer of Atlantic Edge, Rush Games, Boston, MA - June 2018 - Present
Started a personal project to introduce myself to game development. Working as a one man development team, I created a VR game for HTC Vive. The game was developed in Unreal Engine 4, with assets created in Maya.
Freelance, Art of the Rush, Boston, MA - January 2015 - Present
- GAME DEVELOPER: Virtual reality game prototypes for HTC Vive headsets using Unreal Engine 4
- TEXTURE ARTIST: Custom textures using Photoshop, Zbrush, and Substance Painter.
- ASSET MODELER: Custom models sculpted in Zbrush, retopologized in Maya, and textured in Photoshop
- ANIMATOR: Hand keyed game animations created using Maya for Unreal Engine 4 and Unity.
Polaris Sensor Technologies, Huntsville, AL - May 2017 – August 2017
Video Editor: Responsible for collecting footage and putting together marketing/demo videos for several Polaris Sensor products, using Adobe After Effects, and Premiere. Data Converter: Responsible for using python to convert video footage to scientific data and logging all information.
Polaris Sensor Technologies - June2011 – July 2011
Contracted by the CEO of Polaris Sensor Technologies to produce marketing videos that highlight the diverse electo-optical research and development capabilities of the company. Responsible for all aspects of image archiving, editing, graphic design and production of videos for display at the International Society of Optics and Photonics annual Defense and Security Symposium. All editing was conducted using Premier Pro, After Effects and Maya. The process included converting raw footage to more common codecs, modeling and animating the logo, as well as incorporating music with the final footage.
Dynetics Inc. - June 2009 – July 2009
Conducted modeling and simulation of tactical military environments susceptible to improvised explosive device attacks by hostile forces. This project required the collection of multi-waveband imagery of potential targets using high-speed cameras, image capture electronics and image processors as well as conducting physical measurements of scene geometry and temperatures. Responsible for creating a synthetic environment that duplicates the real life scenes. This effort required the use of translating real world images to a 3D digital scene in Maya. Pictures of the building were overlaid on the geometry to create a close approximation of the real world building. Measurements from the real world were then used to approximate the size of humans and vehicles in the scene. The human characters were modeled in full body with clothing layers and rigged for animation.
BIO
After being fascinated for years by visual effects, video games, and 3D modeling and animation, I decided to follow my dream and enrolled at Full Sail University. My primary interests are 3D model creation and animation. I'm experienced in shading and lighting, rigging, digital VFX, compositing, and film and I'm always trying to improve my skill in these areas.
When not working on art projects I enjoy video games, and hope one day to be creating them. Every aspect about what makes video games work interests me greatly. From the animation, the programming, the physics systems and interactivity. Games are what sparked my interest in the digital arts.
Although my true passion is and will always be 3D modeling and animation, I decided to continue expanding my skill set. Learning programming will help further my life long goal of working on games.
Full Sail University, Bachelor of Science in Computer Animation - August 2012 – December 2014
Specialized in 3D modeling and animation. Obtained experience in rigging, sculpting and rendering polygonal objects from real world reference using Maya and Zbrush, editing, compositing video and creating VFX with After Effects, Nuke, and Premiere. Experienced in using Mocha and Syntheyes to motion track video for compositing, as well as Cortex and MotionBuilder to record, clean up, and edit motion capture data. Also trained in fundamentals of traditional art, including sculpting, perspective, figure drawing, color theory, and proportions. My work was often featured by my professors as an example for fellow students to emulate. Full Sail is one of the premier digital arts schools in the country. It is a fully immersive educational environment training the next generation of graphic artists using project based assignments and industry-standard workflows. Classes at full sail are 8 hours a day, 5-6 days a week and are taught by professionals from the animation industry, including Pixar and Disney.
University of West Florida, Film - August 2011 – May 2012
Began a communications degree in the film curriculum at University of West Florida. Studied and practiced Film Production. At the end of Freshmen year, I decided to pursue my dream of modeling and animation at Full Sail University.
Niceville High School, Specialty in Video Production & Editing - August 2008 - May 2011
Built experience using the most current film editing and special effects processes, working with some of the best hardware of its time. Key member in the creation of the NTV show. As an NTV member, became experienced in script writing, video and effects editing, acting, and cinematography. Used After Effects and Final Cut Pro to produce a weekly school news show with innovative, award winning skits. Niceville High School is one of only a handful of Florida schools to incorporate a state-of-the-art digital film- making program. The school hired an experienced instructor straight out of the video industry and developed an immersive curriculum for maximum exposure to film production. The video studio included a professional HD Panasonic Pro HPX camera, boom and shotgun microphones, a dolly system, a jib system, a glidecam, and the most current Adobe CS6 editing suite.
EXPERIENCE
Lead Developer of Atlantic Edge, Rush Games, Boston, MA - June 2018 - Present
Started a personal project to introduce myself to game development. Working as a one man development team, I created a VR game for HTC Vive. The game was developed in Unreal Engine 4, with assets created in Maya.
Freelance, Art of the Rush, Boston, MA - January 2015 - Present
- GAME DEVELOPER: Virtual reality game prototypes for HTC Vive headsets using Unreal Engine 4
- TEXTURE ARTIST: Custom textures using Photoshop, Zbrush, and Substance Painter.
- ASSET MODELER: Custom models sculpted in Zbrush, retopologized in Maya, and textured in Photoshop
- ANIMATOR: Hand keyed game animations created using Maya for Unreal Engine 4 and Unity.
Polaris Sensor Technologies, Huntsville, AL - May 2017 – August 2017
Video Editor: Responsible for collecting footage and putting together marketing/demo videos for several Polaris Sensor products, using Adobe After Effects, and Premiere. Data Converter: Responsible for using python to convert video footage to scientific data and logging all information.
Polaris Sensor Technologies - June2011 – July 2011
Contracted by the CEO of Polaris Sensor Technologies to produce marketing videos that highlight the diverse electo-optical research and development capabilities of the company. Responsible for all aspects of image archiving, editing, graphic design and production of videos for display at the International Society of Optics and Photonics annual Defense and Security Symposium. All editing was conducted using Premier Pro, After Effects and Maya. The process included converting raw footage to more common codecs, modeling and animating the logo, as well as incorporating music with the final footage.
Dynetics Inc. - June 2009 – July 2009
Conducted modeling and simulation of tactical military environments susceptible to improvised explosive device attacks by hostile forces. This project required the collection of multi-waveband imagery of potential targets using high-speed cameras, image capture electronics and image processors as well as conducting physical measurements of scene geometry and temperatures. Responsible for creating a synthetic environment that duplicates the real life scenes. This effort required the use of translating real world images to a 3D digital scene in Maya. Pictures of the building were overlaid on the geometry to create a close approximation of the real world building. Measurements from the real world were then used to approximate the size of humans and vehicles in the scene. The human characters were modeled in full body with clothing layers and rigged for animation.
BIO
After being fascinated for years by visual effects, video games, and 3D modeling and animation, I decided to follow my dream and enrolled at Full Sail University. My primary interests are 3D model creation and animation. I'm experienced in shading and lighting, rigging, digital VFX, compositing, and film and I'm always trying to improve my skill in these areas.
When not working on art projects I enjoy video games, and hope one day to be creating them. Every aspect about what makes video games work interests me greatly. From the animation, the programming, the physics systems and interactivity. Games are what sparked my interest in the digital arts.