ABOUT

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For the last few years I have been working on research projects in Ed Tech using A.I., M.L. and computer vision to help improve the quality of education.

During that time I was also working on various AR/VR projects. I've been lucky enough to get to experiment with a lot of different hardware from Oculus, Vive, and Hololens to making custom VR input devices like the VR nerfgun, Trackerball and VR Gloves. I was also able to experiment with IBM's Watson AI and how it could be used in VR.

Before working in the Immersive Cognition AR/VR Lab at IBM Research I was writing tools for artists and engineers, creating art pipelines, integrating and optimizing art assets and writing games and utilities for mobile devices.
I have a lot of experience with motion capture, creating 3D models, textures, animations, and writing scripts and tools to automate repetitive tasks.
I have a wide variety of experience in software development and some of the roles I have worked in are: Producer, Designer, Technical Art Director, Artist, Technical Artist, Animator and Software Engineer.
I have shipped all kinds of games, software and tools on the PC, iPhone, Android, PS1, PS2, PS3, Xbox, Xbox360, N64, Game Cube, Sega Saturn, Dream Cast, Mac and various proprietary hardware.
Some of the software I've used include.
Art: 3D Studio Max, Maya, Photoshop, Premiere, After Effects
Game Engines: Unity, Unreal, Sage Engine, nAble Slot Machine Engine
Engineering: Visual Studio, C#, C++, Python, Java Script, 3D Studio Max Script, MEL Script
Source Control: Perforce, SVN, GIT, Alienbrain.

RESUME



Sean O'Hara

71 Corbin Hill Road, Box 172

Fort Montgomery, NY, 10922

(310) 497-1240

 

 

            WORK EXPERIENCE:

 

Xio Research, Inc. - Feb 2018 to Present

 

            Research and Development - Prototyping Wizard

·         Wrote code for various AI, ML, computer vision, and educational projects using C#, Python

·         Created 3D art for various research projects using 3dsmax

·         Built harware development kits

 

IBM Research Labs - Feb 2017 to Feb 2018

 

            Cognitive AR/VR Lab - Software Developer

·         Wrote code for various AR/VR projects using C#, Python, 3dsmax script

·         Built various harware that was used as input devices for the VR projects

·         Created 3D art for various AR/VR projects using 3dsmax

·         Created 3D models for that were designed for 3D printing

·         Tested subjects in various lab experiments

·         Co-authored 2 published research papers

 

Aristocrat - Oct 2013 to June 2016

 

            Game Technology Group - PC - Senior Technical Artist

·         Create Tools for artist to be able to integrate assets into the next-gen engine

·         Fix bugs and solve problems with integrating assets into the current engine

·         Wrote plug-ins and scripts for use with Adobe Creative Cloud Applications using Python, Javascript, C++

 

Zynga - Dec 2009 to June 2013

 

            CoasterVille - Facebook/Flash - Senior Technical Artist

·         Created Models, Textures, Animations for Buildings, Attractions and Coasters

·         Hooked up art assets in game

·         Wrote the 3dsmax scripts that were used on the project

            Empires and Allies - Facebook/Flash - Senior Technical Artist

·         Created Models, Textures, Animations for Buildings and Vehicles

·         Hooked up art assets in game

·         Integrate outsourced assets

·         Wrote the 3dsmax scripts that were used on the project

            CityVille - Facebook/Flash - Senior Technical Artist

·         Wrote the 3dsmax scripts that were used on the project

·         Created Models, Textures, Animations for Buildings and Vehicles

 

Electronic Arts – Jan 2004 to Nov 2009

 

            Red Alert 3:Uprising – PC - Art Development Director

·         Managed and supervised most of the art staff

·         Planned and scheduled tasks for the art staff

·         Managed and supervised the art outsourcing effort

·         Hooked up art assets in game including weapons, armor, locomotors

·         Improved unit and structure model, textures, animations

·         Wrote max scripts

            Red Alert 3 – PC, Xbox 360, PS3 - Technical Art Director

·         Helped planned and scheduled tasks for the art staff

·         Created Models, Textures, Animations for Buildings and Vehicles

·         Created all the placeholder units and structures and hooked them up in-game

·         Hooked up art assets in game including weapons, armor, locomotors

·         Integrate outsourced assets

·         Wrote the max scripts that were used on the project

            Command & Conquer 3:Kanes Wrath – PC, Xbox 360, PS3 - Lead Technical Artist

·         Hooked up some of the more complicated units in-game

·         Improved some of the unit model, textures, animations

            Command & Conquer 3:Tiberium Wars – PC, Xbox 360, PS3 - Technical Art Director

·         Helped planned and scheduled tasks for the art staff

·         Created Models, Textures, Animations for Buildings and Vehicles

·         Created all the placeholder units and structures and hooked them up in-game

·         Hooked up art assets in game including weapons, armor, locomotors

·         Integrate outsourced assets

·         Wrote the max scripts that were used on the project

            Lord of the Rings:Battle for Middle Earth 2 – PC, Xbox 360, PS3 - Lead Technical Artist

·         Created Models, Textures, Animations for Buildings and Vehicles

·         Created all the placeholder units and structures and hooked the up in-game

·         Hooked up art assets in game including weapons, armor, locomotors

·         Integrate outsourced assets

·         Wrote the max scripts that were used on the project

            Lord of the Rings:Battle for Middle Earth – PC, Xbox 360, PS3 - Technical Artist

·         Created Models, Textures, Animations for Buildings and Vehicles

·         Hooked up art assets in game including weapons, armor, locomotors

·         Integrate outsourced assets

·         Wrote the max scripts that were used on the project

 

Blank Cartridge – June 2003 to December 2003

 

            Microsoft ATG Demo - Xbox 360 - Producer & Designer & Artist

·         Produced and handled all aspects of the business side of the company

·         Designed and created all art assets for the demo

·         Worked with engineers to push technical limits of the xbox 360

 

Blue Shift Inc. - Oct 2000 to May 2003              

 

            Gladiator Demo - Xbox - Lead Artist & Animator

·         Planned and scheduled tasks for the art staff

·         Designed the art work for the gladiator demo

·         Supervised the art team in the creation and export of all the art assets

·         Created the Minotaur model and the initial gladiator model

·         Choreographed the action between the Minotaur and the gladiators

·         Created shot lists and Directed mo-cap shoot

·         Created Particle Effects

·         Created scene file exporter for Maya using MEL

            World Series Baseball 2K3 - Xbox, PS2, Gamecube - Lead Artist & Animator

            World Series Baseball - Xbox - Lead Artist & Animator

·         Created schedule and tasks for the art staff

·         Lead the art team in the creation and export of the art assets

·         Helped design the art pipeline and tools

·         Created Scripts, Procedures and Tools to increase the efficiency of creating the art

·         Was the BSI representative in contact with the external contractors

·         Created and Prioritized mo-cap shot lists

·         Directed all mo-cap shoots

·         Lead teams of animators, external and internal, in processing all the animations

·         Created most of the Cut Scenes

·         Lead the production of the intro movie for WSB2K3

·         Created various art work to be used for marketing, promotions and publicity

            World Series Baseball 2K2 - DreamCast - Lead Tech Artist

·         Solved technical problems involving the art assets

·         Lead teams of animators, external and internal, in processing all the animations

·         Reviewed Stadiums and gave Exile feedback of problems with the stadiums

·         Oversaw the creation and texture manipulation of all the player heads

 

Realtime Associates, Inc. - Jan 1996 to Aug 2000

 

            Land Before Time - PSX - Producer & Designer & Artist

·         Planned, scheduled, and supervised the production staff

·         Was the RTA representative to TDK Mediactive

·         Wrote and updated the GDD and TDD

·         Supervised the localization conversions of the game ( 5 languages )

·         Created art and animation assets for some of the levels in the game

            Mystics Demo - PSX/N64 - Designer & Artist & Animator

·         Helped plan and schedule the production staff

·         Wrote and updated the GDD

·         Created levels for the demo

·         Created HUD, Shell, Spells and Pickups for the demo

            Elmo’s Letter Adventure - PSX/N64 - 3D Artist & Animator

            Elmo’s Number Journey - PSX/N64 - 3D Artist & Animator

·         Created Sesame Street characters

·         Created half of the levels for the games

·         Created tools to process the animations for the game

·         Solved technical problems with the art assets

            Machina Demo - PSX - 3D Artist & Animator

·         Created characters and animations

·         Created levels for the demo

            Youngblood - PSX, PC, MAC - 3D Artist & Animator

·         Created the enemy characters

·         Created all the levels for the game

·         Created HUD, Shell, Pickups and Special Effects

            Ironman/XO - PSX, PC, SATURN - 3D Artist & Animator

·         Created half of the Levels for the game

·         Created pickups and special effects

·         Created HUD and Shell

 

Oppenheimer Camera  - Dec 1993 to Oct 1995

 

            Camera Technician

 

Freelance Film Work - Jan 1992 - Nov 1993

 

            Steadicam Operator, 1st Assistant Camera, 2nd Assistant Camera, Loader, Props Assistant, Production Assistant

 

Oregon Capital Funding - May 1987 to Aug 1987

 

            Computer Programmer

 

United Pipe and Supply - Jun 1986 to Jun 1987

 

            Computer Systems Operator, Computer Programmer

 

EDUCATION:

UCLA Extension, Los Angeles, Ca.                               Major: Film & Television

Lane Community College, Eugene, Or.                        Major: Media Arts and Technology

University of Oregon, Eugene, Or.                                Major: Computer Science

Umpqua Community College, Roseburg, Or.                Major: Computer Science/Business

 

SKILLS:

Computer Software:

Maya, 3D Studio Max, Photoshop, Premiere, AfterEffects, Unity3D Engine, EA’s Sage Engine Tools, Unreal 3 Engine, 3D Studio Max Script, Maya MEL Script, C, C#, Basic, Python, Java Script

Film Cameras:

            35mm Arriflex BL's, 3 & 2c, Aaton 35, Panaflex & Moviecam Cameras

16mm Panaflex, Aaton LTR, XTR, Arri BL, SR 1-2-3 & HS, SB

 

 

PROGRAMMING

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C#, C++

Experience writing tools and plugins using C#, C++

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Python

User interfaces, utilties, pipelines and automation using Python.

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Javacript

Created scripts for After Effects using Adobe's modified JavaScript

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3DSMax Script, Mel Script

Created tools, automation and user interfaces using 3DSMax Script and Mel Script

AR/VR Research

These are a few of the things I worked on while at IBM Research.


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VR Nerfgun and Roomba target robot

created using C# in Unity and python on a Raspberry Pi
I added wifi connectivity to the Nerfgun so that Unity would know when the gun was cocked and fired. I used a Raspberry Pi zero which is mounted on the side of the Nerfgun. There is also a Vive tracker mounted on top of the Nerfgun for tracking the position/rotation. I built the platform that sits on top of the roomba. The roomba drives around the room to act as a moving target.


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Tracker Ball

3D modeled in 3DSMAX
I designed and built the tracker ball to keep from destroying the Vive trackers when they were being tossed about the room. This was for an experiment where the subject would try to shoot the ball in mid-air with the Nerfgun while in VR.


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VR Glove

created using C# and Arduino C/C++
I designed and built the VR Glove to use instead of controllers in VR. They use an Arduino to communicate finger rotational data to Unity. Using the glove in VR is much more natural and immersive, especially for users that have not used VR before.


Watson AI Instructor

created using IBM's Watson, Unity and C#
This is just one of the projects I did which uses IBM's Watson to guide a person in VR through a set of instructions. In this case they are disassembling a sump motor assembly to remove the filter.

VR Game


Survive: A Night In The Forest

created using Unity and C#
This is a survival horror VR game that I made. It runs on Vive and Oculus. I haven't released it yet, but hopefully soon.

TOOLS

These are just a few of the many tools that I have created for various game projects.


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Mercury Font Exporter

created using C# with a WPF UI
Exports a proprietary font file that is used in the nAble engine.


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Mercury Viewer

created using C#/C++ CLI project with a WPF UI
Views the contents of mercury files as well as lets the user setup a sequence of actions that the game engine would perform. The viewer creates 2 windows. One for the game view and one for the user controls.


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After Effects Linter

created using Javascript and C++
Finds errors in the project that will cause problems in the game engine.


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After Effects Reel Generator

created using Javascript and C++
Generates the reels for a slot machine based on a given layout that is usually created in photoshop.


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After Effects Payline Generator

created using Javascript and C++
Generates the paylines for a slot machine based on a given layout for the reels.


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After Effects Tag Editor

created using Javascript and C++
Allows users to easily add, delete, move, copy, paste markers as well as edit the contents of the markers using drop down boxes in after effects.


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CoasterVille Sprite Exporter

created using 3dsMax Script
Renders sprite pages from the 3D scenes in 3dsMax for the Coasterville game.


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3D Model Exporter

created using 3dsMax Script
Exports 3D models to a proprietary format for a proprietary 3D flash game engine.


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Batch 3D Exporter

created using 3dsMax Script
Create a list of 3dsMax files to batch export using the 3D Model Exporter.

iOS and Android Apps


Poker Bankroll Pro

created using Unity and C#
I couldn't find a good app on my phone to manage my poker bank roll so I wrote Poker Bankroll Pro.


The Ultimate Workout

created using Unity and C#
I wrote the Ultimate Workout App so that I could use my iPhone to help me workout at home instead of going to the gym.


Poker Dealer Income Tracker

created using Unity and C#
Jix Tips is an app I wrote for the iPhone that poker dealers can use to track their live game and tournament tip income, track expenses, set up their work schedule, view valuable income statistics and much more. The look of the UI is also skinned and customizable by the user.

MISCELLANEOUS PROGRAMS


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Poker Clock

created using C# and XNA graphics library
The poker clock is used for tournament poker and all the art can be changed using a skinning system. The tournament structure and payout can all be customized and there is also a chip chop calculator.


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Lotto Calculator

created using C#
The Lotto Calculator is a utility that helps analyze the draw history of the California state lottery. It looks for specific patterns in the frequency of the numbers that are drawn in the lotto.


Contact

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GOT QUESTIONS?

Please feel free to contact me anytime!

Phone : +1 (310) 497-1240