Resume / CV
Lucien Marcel Coté
3D Generalist - Character Artist - Software Developer
Sanford, ME, USA, 04073
(360) 440-5370
SKILLS
● 15 years of industry experience. Looking to get back into a larger scale
production pipeline. Extensive library of software expertise from 3D
development, graphic design, databases, dashboards and documentation.
● Worked in 3D Art and Design, 3D Character Art, 3D Scanning using Lidar and
Photogrammetry, 3D Printing, Project Management, and Programming.
● Autodesk Maya and Adobe Creative Software, Substance Painter, Zbrush, as
well as side projects and personal invested time in Blender, Houdini, and Quixel
Tools including MetaHuman Creator.
● I have worked in Unreal, Unity, and custom engines.
● Experience in Visual Studio, VSCode, Shotgrid, Perforce, Jira
● Lifetime of team leadership skills from leading a team of artists and technicians
for a AAA software title, to running a house painting crew.
● I can speak as an artist, designer, and programmer. I can communicate ideas and
resolve problems within many skill sets, with ease. One of my favorite things is
the ability to translate between the web of teams.
EXPERIENCE
3D Generalist Contractor - Specializing in the Character Pipeline
Vancouver, WA, USA - 2007 - Current
Various 3D Asset Development - PBR and non PBR materials for assets for
Unreal and Unity, as well as various VR/AR projects including HoloLens
Expert level Autodesk Maya, Substance Painter, Adobe Creative Suite, Zbrush,
Mudbox, Unity, Unreal, and other software.
Creation of custom tools and scripts that can be placed on a hotkey or bar to help streamline different processes for artists, using both MEL and PYTHON.
Character rigging, skinning, and blend shapes to create realistic deformations on photorealistic characters for real time gameplay
Created characters from basic building blocks all the way through sculpting, texturing, and shading (Maya, Zbrush/Mudbox/3DCoat, Substance Painter)
Developed custom shaders using different map channels to function specific ways
Used alpha and other specific channel maps to control blend shape deformation control to give the character team more control over the outcome of the animations driven by 3D scanned facial animations.
Creating simple and complex rigs for characters.
Creating driven key animation controls and constraints to drive realistic deformations.
Blending between complex skeletal motion and cloth simulation (trench coats/dresses).
Doing everything necessary to give the animation team exactly what they needed to get proper deformation on animations.
Creating rigs with specific controls tailored to the needs of each project/asset.
Working with animators who have to deal with cleaning up mocap in order to achieve realistic animations.
Working with cinematic teams to create tools for working in other software, such as Motion Builder, that might not accept the types of rigs and skeletal solutions that work within the game engine.
3D Artist at SuperGenius Studio
Portland, Oregon, USE - May 2022 - Current
3D Asset Development - PBR and non PBR materials.
Autodesk Maya, Substance Painter, Zbrush, Photoshop, Marmoset, Shotgrid
Character Artist - “L.A. Noire” and “Project WOTO”
Team Bondi/KMMIE - (with Rockstar/Warner Brothers)
Sydney, NSW, AUS – 2009 - 2012
● 3D Character design, modeling, sculpting, rigging, texturing, and finally in-game
implementation and troubleshooting.
● Personally in charge of the main principle character, Cole Phelps, for all of his
outfits, with modeling, sculpting, unwrapping, texturing, and skinning, and
finally testing in game. Also in charge of many of the other principle characters,
as well as a vast majority of npc’s and clothing combinations.
● In charge of team coordination, task creation, character sheets and reference
management, and all major leadership roles for the character team under the
Production Designer.
● Helped build all character art development, character art R&D, and pipeline
improvements moving past the L.A. Noire pipeline.
● Worked with our programmers to tweak shaders and create an interface to give
more point cloud and shader control for our scanned heads, to the artists.
● Autodesk Maya, Autodesk Mudbox, Zbrush, Adobe Photoshop, Adobe Illustrator,
Jira, Bugstar
● MEL, PYTHON
Character Finaler for “Happy Feet Two”
Dr.D (Warner Brothers)
Sydney, NSW, Australia -- 2011
● Technical and animation fixes of principal and background characters using a
proprietary toolset before shots went to final render.
● In charge of rigging, skinning, blend shapes, and using proprietary tools to
make the finishing touches on principal characters before shots went to render.
● Autodesk Maya, Adobe Photoshop
● MEL, PYTHON
Software Developer at Netrush
Vancouver, WA, USA -- December 2017 - October 2019
● Writing tools and software, for Netrush and partners to analyze and plan, using
Amazon marketplace sales data. Used a variety of languages to interact with
Salesforce as well as our own in house platform.
● Creating custom visuals using Salesforce Einstein Analytics, pulling and
combining data from both Azure, and our own server.
● Writing Azure functions and React pages to pull data from our database and
display it on our in house platform.
● Helped move our entire platform from Salesforce to our in house solution as
we became too broad and customized, requiring our own platform.
● Writing API’s, Methods, and custom objects in the back end solutions.
● Writing React, Redux stores, Javascript types and HTML, CSS and Sass for our
front end solutions.
● Azure Data Studio, Salesforce, Einstein Analytics, Apex, Visual Studio, VSCode,
SSMS, Azure Storage, Azure Devops, PowerBI
● C#, React, Redux, JavaScript, Sass, HTML, CSS
Systems Analyst for the City of Casper
Casper, WY, USA – 2015 - 2017
● Web development, dashboards, databases, and project management to help
maintain and improve standards for technology and communication for the City
of Casper, Wyoming.
● Using CityEngine, Esri and ArcGIS to provide 3D models ranging in detail based
on collected city data.
● Project Management - Evaluating and implementing upgrade projects for a
variety of systems throughout the City of Casper
● Design Work - Banners, logos, and overall web design and aesthetic for almost
every online project while employed here.
● SQL Management Studio, Visual Studio, PowerBI, Adobe Creative Cloud,
SharePoint Designer, Autodesk Maya, CityEngine, UNITY Engine
● C#, HTML, JS, JavaScript, SQL
EDUCATION
The Art Institute of Portland -- 2004 - 2007
Bachelor of Science - Game Art and Design