PATRICK BENJAMIN
3D Artist/Animator
Professional CV
I am a versatile 3D Artist specializing in modeling, texturing, character animation, and scripting. I am detail-oriented and organized, and bring excellent communication skills to the team. With years of experience as an environment artist, animator, and prototyper, I am able to contribute a variety of roles as priorities shift or as the project demands. My strong technical background enables a smooth exchange of ideas and complex concepts with other technical artists and engineers. Intuitive and forward thinking, I am routinely tapped to assist in developing tools, pipelines and features.
(via PRO Unlimited)
2018 - Present
- Prototyped Augmented Reality effects using Spark AR Studio to demonstrate new capabilities, including body, hand, eye, and expression tracking
- Explored Commerce AR use cases including furniture, makeup, and glasses
- Developed research prototypes to validate interaction paradigms and UX
- Created 2D and 3D art content for effects using Maya and Photoshop
- Authored effect behavior using Javascript and Visual Programming
- Assisted development of Spark AR Studio software & API via direct feedback with engineers
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Temple Gates Games
2015 - 2018
Race for the Galaxy VR [2018]
- Modeled, textured, rigged, and animated VR avatar characters, including hand and facial gestures
- Modeled and textured spaceship environment
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Race for the Galaxy mobile [2017]
- Reconstructed cards and iconography from core components
- Authored Tutorial and Rules
- Composed sound effects and overall sound design
- Edited trailer
Ascension VR [2016]
- Modeled, textured, rigged, and animated VR avatar characters, including hand and facial gestures
- Adapted forest environment for use with our custom engine
- Composed sound effects and overall sound design
- Edited trailer
Bazaar VR [2015]
- Modeled all environment assets
- Modeled, textured, rigged, and animated 3D character and player item assets
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Electronic Arts/Maxis
2006 - 2015
Unannounced project [2014]
- Modeled and textured building and vehicle assets
- Authored hero and supporting character animations
- Provided direction and feedback for character animations authored by external studio
- Authored and revised animation state machines using ANT (EA’s Animation Toolkit)
- Guided proprietary tool development through iteration and feedback
SimCity: Cities of Tomorrow [2013]
SimCity [2011-2013]
- Modeled and textured modular specialty buildings
- Designed and implemented snapping interactions for all modular specialty buildings
- Modeled, textured, rigged, and animated Big Lizard and Robot disasters
- Authored vignette content and Sim character animations
- Authored secondary building content, including signage, building lots, and vehicle paths
- Guided proprietary tool development through iteration and feedback
Darkspore [2009-2011]
- Authored majority of all character animation content, including heroes, enemies, and boss characters
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Spore: Galactic Adventures [2008]
Spore: Creepy & Cute [2008]
Spore [2006-2008]
- Viewed and critiqued creature-animation combinations to support development of Spore’s proprietary animation tool
- Wrote scripts in Perl to automate animation processing and error reporting
Interface Multimedia
2004 - 2006
- Modeled architectural structures, landforms, site work, and environmental attributes
- Textured, lit, and rendered environments
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