RESUME
 

  JASON LABBÉ
ANIMATION PIPELINE / RIGGING / SIMULATION TD
jasonlabbe@gmail.com
 

  SKILLS  
    3D software:
  • Maya
  • 3dsMax
    Primary focus:
  • Pipeline & tool development
  • Advanced rigging & deformations
  • Simulations (cloth, hair, rigids, flesh)
    Languages:
  • Python
  • MELscript
  • MAXscript
  • Processing
  • C#
  • Bash script
    Frameworks:
  • Qt
  • Maya API
  • .NET
  • Git
  • Mercurial

  WORK EXPERIENCE  
    2015 - Current One Animation Singapore
(Senior Animation Pipeline TD)
  Maya Pipeline
  • Developing a Maya pipeline from scratch in CentOS Linux
  • Development of core scripts to setup Maya environment, production tools to handle assets, and department tools
  • Batch conversion of assets from Softimage to Maya
    2013 - 2015 Industrial Light & Magic Singapore
(Creature Technical Director)
  Jurassic World
  • Muscle simulations on hero dinosaurs
      Avengers: Age of Ultron
  • Rigid simulations
      Hitman: Agent 47
  • Rigid simulations (Destruction on hero props, helicopter and car crashes)
  • Rigging and cloth sim setup for Agent 47 digital double
  • Cable and cloth simulations on shots
      Transformers 4: Age of Extinction
  • Rigid simulations (Explosion debris, robot damage debris, wall fracturing)
  • Rigid and hair simulation on characters
  • Rigging props
    2011 - 2013 Lucasfilm Animation Singapore
(Creature Technical Director)
  Strange Magic
  • Rigging and skinning hero character and creatures
  • Cloth, hair, and rigid simulations for asset setups and shots
  • Tool development
    2007 - 2010 Prime Focus Vancouver (Formerly Frantic Films)
(Rigging Technical Director)
  Final Destination 5
  • Developed pipeline to cache animation scenes on the farm
  • Rigging and skinning digital double characters
      Sucker Punch
  • Developed animation and cache pipeline
  • Developed pipeline to transfer scenes two-ways between Maya and Max
  • Rigging and skinning digital double characters
    Tron Legacy
  • Developed pipeline to transfer scenes two-ways between Maya and Max
  • Rigging and skinning digital double characters
    The A-Team
  • Developed pipeline to transfer scenes two-ways between Maya and Max
  • Rigging and skinning digital double characters
    Avatar
  • Developed tool to transfer animation onto 'ampsuit' characters
  • RnD to transfer animation from Maya to Max for crowds
    The Tree of Life
  • Rigging and skinning dinosaur creatures with the use of muscles (Skin FX)
  • Developed animation and cache pipeline
  Tooth Fairy
  • Rigging and skinning match-move character and digital wings
  • Developed cache pipeline for animation to handoff to lighting
  • Animated wings
  G.I. Joe: The Rise of Cobra
  • Rigging and skinning digital double characters, and hero creatures
  • Developing tools for animation and LnR departments
  Dragonball Evolutions
  • Rigging and skinning a hero creature
  • Regenerating goo particle effects (Used Flood)
  The Ruins
  • Rigging and animation on digital vines
  Journey to the Center of the Earth 3D
  • Rigging and skinning a full-shot trilobite creature
  Watchmen
  • Rigging and skinning previz characters
  • Particle effects for previz shots
  • Developed tools and scripts to support our team on set
    2007 PEN Productions
(Rigger)
  Freelance project
  • Rigging and skinning a bat creature

  EDUCATION
    2006 - 2007 Humber College
  3D for Production Games and Interactive Entertainment
  • 1 year certificate program
  • Graduated with honours
  • Became peer-tutor in evenings
    2004 - 2006 Humber College
  Multimedia 3D animation
  • 2 years diploma program
  • Graduated with honours
  HOBBIES  
 
  • Creative coding using Processing.
  • Learning Unity for game development.