Senior Technical Artist at Linden Lab
Oakland, California, United States
Linden Lab
Technical Artist
May 2014 to Present
IGT
Technical Artist III
October 2011 to April 2014
Hawaii Animation Studios
Pipeline TD
November 2010 to August 2011
Sony Computer Entertainment America
Maya/MotionBuilder TD
August 2010 to November 2010
Avatar Reality
Technical Artist
October 2007 to April 2010
Electronic Arts
Assistant Technical Artist
October 2006 to August 2007
HostMySite.com
Technical Support Representative
November 2001 to August 2004
Currently working on a next-generation virtual world for all platforms. All of them, even platforms that aren't available to consumers at the moment. ;-) Rigging avatar meshes for character customization and animation. Using Havok tools to build animation behavior state machines, and eventually dynamic cloth simulations. Writing scripts and tools in Python for Maya artists. Currently working on a next-generation virtual world for all platforms. All of them, even platforms that aren't available to consumers at the moment. ;-) Rigging avatar meshes for character customization and animation. Using Havok tools to build animation behavior state machines, and eventually dynamic cloth simulations. Writing scripts and tools in Python for Maya artists.
What company does Howard Hsu work for?
Howard Hsu works for Linden Lab
What is Howard Hsu's role at Linden Lab?
Howard Hsu is Technical Artist
What industry does Howard Hsu work in?
Howard Hsu works in the Computer Games industry.
Who are Howard Hsu's colleagues?
Howard Hsu's colleagues are James Johnson, Ram Fenster, Jeff Isselee, Andrea Shepard, Charles Taylor, Pedro Costa, Tom Nelson, Scott Butler, Aaron Young, and Ankur Ahlawat
📖 Summary
I am the new Technical Artist at Linden Lab! My responsibilities will lie mainly in the character animation pipeline, specifically to help design an avatar creation and customization system for our new upcoming virtual world. It is a huge project that I'm excited to undertake, since I get to work with tools I am most comfortable with, like Maya, and learn new tools like Havok. I have previously worked on character creation/customization tools at Electronic Arts for The Sims 3, and Avatar Reality for Blue Mars.Technical Artist @ Currently working on a next-generation virtual world for all platforms. All of them, even platforms that aren't available to consumers at the moment. ;-) Rigging avatar meshes for character customization and animation. Using Havok tools to build animation behavior state machines, and eventually dynamic cloth simulations. Writing scripts and tools in Python for Maya artists. From May 2014 to Present (1 year 8 months) Technical Artist III @ laid out slot game artwork from a PSD file and exported it to 2D game engine format. From October 2011 to April 2014 (2 years 7 months) Pipeline TD @ Projects: Dinosaur Revolution Returned to the island to be a Pipeline TD for HAS. Writing tools in Python (PyMel) for rigging, lighting, modeling and anything else that could use automation. From November 2010 to August 2011 (10 months) Maya/MotionBuilder TD @ Project: Killzone 3 cinematics Worked on shot conversion and fixes for cinematics. From August 2010 to November 2010 (4 months) Technical Artist @ Project: Blue Mars Worked mainly in Max and Motion Builder. Developed character animation pipeline and wrote tools for adding mocap animations to CryEngine. Rigged characters and creatures in 3DS Max and Character Studio (Biped). From October 2007 to April 2010 (2 years 7 months) Assistant Technical Artist @ Project: The Sims 3 Made sure all in-game character assets were weighed for animation across all LODs. Performed scene cleanup for all deliverable assets. Skinned faces for animation and customization for the Create-A-Sim tool. Troubleshooted Maya issues for the modelers and animators. Suggested topology changes to get ideal skin deformations. From October 2006 to August 2007 (11 months) Technical Support Representative @ fixed issues with customer's web sites by providing service over the phone, email and chat room From November 2001 to August 2004 (2 years 10 months) BA, Computer and Information Sciences @ University of Delaware From 1997 to 2001 BAS, Animation/Visual Effects @ Ex'pression College From 2004 to 2006 Howard Hsu is skilled in: Maya, Python, Character Rigging, MotionBuilder, MEL, Rigging, Animation, 3D Studio Max, Computer Animation, Character Animation, Maxscript, Modeling, Autodesk MotionBuilder, Lighting, Game Development
Extraversion (E), Sensing (S), Thinking (T), Perceiving (P)
1 year(s), 8 month(s)
Unlikely
Likely
There's 96% chance that Howard Hsu is seeking for new opportunities
Enjoy unlimited access and discover candidates outside of LinkedIn
Trusted by 400K users from
76% of Fortune 500 companies
The most accurate data ever
Hire Anyone, Anywhere
with ContactOut today
Making remote or global hires? We can help.
No credit card required
Howard Hsu's Social Media Links
www.hawaii... howardhsu....