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Anne Seppänen
Anne Seppänen
Character TD
Helsinki, Finland

Summary

I’ve worked as a Character Technical Artist for AAA video games for the last 15 years. Lately I’ve expanded my skills to include high-end MMO games. Previously I’ve worked at
Mainframe, Remedy, Supercell and Lionhead Studios.

I'm passionate about games and developing cutting edge digital content. I'm positive and hard-working. Furthermore, I find it important that there's a vision for a team and that team members get positive feedback for their work. It's thrilling to work together in a multidisciplinary team creating amazing characters.

Specialities:
Runtime character technical solutions, advanced character rigs, facial rigs, modular characters, creature rigs, prototyping. I specialize in human body & facial and animal
anatomy. In addition to animation requirements, I refer to anatomy and motion mechanics when designing rigs. Producing realistic AAA game
character and creature rigs with runtime muscle and clothing deformations. Creating advanced runtime cloth, rigidbody and physical
simulation setups for gameplay and cinematics. I always have optimization and perf cost in
mind for game assets and systems. I’m passionate about Houdini and creating live Houdini tools for the character pipeline. Likewise, I value good design, early prototyping
and streamlined processes in digital asset productions.

Software: Unreal Engine, Maya, Houdini, Motion Builder, Chaos Physics, Havok

Scripting Languages: Python

Languages: English, Finnish

My hobbies are historical armed riding SkillAtArms and horseback archery.

Skills

Game DevelopmentCharacter TechHoudini Tools - Character PipelinePythonPySide / QtRiggingCreature RiggingRuntime DeformersRuntime PhysicsRuntime Cloth SimulationFacial RiggingModular Game Character DevelopmentPrototypingTech Art DirectionProduction Planning & RoadmapsAAA GamesMMOCinematicsVEX

Software proficiency

Houdini
Houdini
Maya
Maya
Unreal Engine
Unreal Engine
MotionBuilder
MotionBuilder
Havok
Havok
JIRA
JIRA