RESUME

duane_molitor_resume_06.pdf | |
File Size: | 91 kb |
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DUANE MOLITOR / [email protected] / 425.761.2416
Principal Engineer and XR Partner Manager specializing in next-gen XR (AR/VR/MR) console/mobile games and innovative proprietary technologies development. Proven qualities in leadership, creativity, cross-division collaboration, reliability, and mentorship.
PATENTS
· “Methods and Systems For Customizing Augmentation…”, Primary Inventor, 2023
· “Smart Camera For Virtual Conferences”, Designer, 2012
PROFESSIONAL EXPERIENCE
012/2019 - PRESENT
Distinguished Engineer / Partner Manager - Verizon Communications Inc., Irving TX
· Researched XR, AR/VR headsets, wearables, IoT, AI, CV/ML, NeRF, BIM, 5G hotspot & mobile.
· Developed 4 AR product PoCs to showcase 5G MEC for both Consumer & Enterprise.
Key Project(s): Lockheed Martin – Undisclosed AR Project
Level Ex – Remote VR Medical Training
Avrio Analytics – First-Responder AR Training On-Location
AR Apps (4) – 3D Selfie, AR Messaging, Holoscapes, & Outside The Box
01/2019 - 07/2019
Creative Director - SHFF, Inc., Austin TX
· Creating all 2D art mock-ups and all 2D & 3D art assets for two new games due Fall 2020.
· Designing U.I. art and interaction for both projects; creating all art and animation.
· Defining, scheduling, and tracking all art lists, Hiring and mentoring new art/animation staff.
Key Project(s): Sure-Shot LT Angry Birds (game releasing Fall 2020)
Sure-Shot LT Virtual Masters Fishing (game releasing Fall 2020)
11/2016 - 11/2018
Creative Director – Nerd Kingdom, Irving, TX
· Promoted from Animation Director to Art Director (June 2018). Design, create, and direct art & animation for a sandbox IP.
· Hire, manage, and mentor art & animation staff. Define and prioritize deliverables via Agile/Scrum milestone schedule.
· Design and document art & animation process, including proprietary art tools.
Key Project(s): Project "Best Buds" & Project "TUG"
Eternus Engine's "AnimWeb" and "State Engine (Blueprint)" tools
02/2015 – 01/2016
Creative Director – Fuzzycube Software, McKinney, TX
· Report to CEO and collaborate directly with client CCO at Magic Leap.
· Direct art and animation for Magic Leap prototype demos.
· Point-of-contact for collaborative art production with FL, CA, and UK partners.
Key Projects: Magic Leap Project #1 (CEO Roby Abovitz's project)
Magic Leap Project #2 (CCO Graeme Devine's project)
06/2013 – 02/2015
Creative Director – Freelance Consultant, Frisco, TX
· Captured Dimensions, advised on procedural & post-capture techniques, and researched potential partners for transforming 3D scans into game-ready and film-friendly cg assets.
· 900lbs of Creative, concepted Perot Museum augmented reality (AR) mobile apps prototypes and highlighted potential hardware/software partners for AR tracking solutions.
· shopVIDA.com, researched 2D/3D technical art solutions and partners for automating their online process for placing user-defined textures on 3D objects in a 2D photograph.
02/2008 – 11/2012
Art Director – Microsoft Research (MSR), Microsoft Corporation, Redmond, WA
· Created all art and animations in mobile application prototypes for early Microsoft HoloLens and HoloLens' Free-Viewpoint Video.
· Spearheaded augmented reality (AR) research initiative to define a new discipline and area of AR development/differentiation for Microsoft. Developed concept proposals including AR vision and cross-platform applications via interactive prototypes.
· Presented innovative technologies research to CEO Steve Ballmer’s executive staff, MSR leadership, and AR/VR incubation teams. Educated VIPs on competitive landscape and scope of product/user experience potential.
· Influenced Microsoft Research to acquire the division’s first mocap system and AR eyewear reducing costs to shortening art production and technical development prototyping.
· Received Microsoft Patent Award as Designer for “Smart Camera For Virtual Conferences”. Collaborated with key leads across multiple disciplines to author white paper.
· Recruited and managed mocap vendors and character art teams including international talent.
· Designed and directed 3D art and animation to simulate immersive entertainment experiences for next-generation interactive applications and wearable technology.
Key Projects: Microsoft HoloLens – AR eyewear Avatar Spectrum – Xbox One Kinect
Kent Studio – Xbox One Kinect Avatar Kinect – Xbox 360 Kinect
01/1999 – 02/2008
Senior Animator & Art Director – Microsoft (Game) Studios, Microsoft Corporation, Redmond, WA
· Partnered with Technical Art Director (and hired art staff) to plan and create an innovative character variation system that auto-generated a near infinite library of fully articulated 2D/3D characters based on gender, age, ethnicity, geography, and occupation. Library served all simulation platforms – creating notable efficiencies in time/cost for character development.
· Collaborated with cross-functional peer leads to agree on artistic goals of each game release. Defined supporting art pipelines and deliverables. Coordinated with program management to track/maintain schedules. Ensured high quality standards were exceeded/achieved.
· Drove art style and character aesthetics. Developed art processes, skeletal rigs, and tools to improve animation blending, increase character variety, and introduce originality where possible.
· Determined art/animation production staffing requirements. Sourced talent agencies and vendors to aid recruiting. Managed teams through milestone deliverables. Trained employees on proprietary art/animation tools, new aspects of commercial tools. Mentored career development.
· Identified new art software and top outsourcing vendors used by multiple internal studios.
· Defined and documented Best Practice for Microsoft Studios’ pro bono 3D character vendor test.
· Animated 3D characters and vehicles. Modeled and animated character blendshapes for lip-sync and facial expressions to display realistic emotion and improve overall facial performance.
Key Projects: Microsoft ESP – PC Gravity Kings – Xbox prototype
Flight Simulator X – PC Forza 2 – Xbox 360 prototype
Shadowrun – Xbox 360 MechCommander 2 – PC
MechAssault – Xbox launch title MechWarrior 4: Vengeance – PC
08/96 – 01/99
Art Lead – FASA Interactive Technologies, Chicago, IL
· Developed animation procedures for several proprietary animation systems.
· Defined milestone schedules, assigned art tasks, and provided timely feedback.
· Hired/managed art team. Collaborated with engineering teams to create proprietary art tools.
· Worked as Creative Director for MechWarrior 3. Plus, designed/art directed game user interface.
· Animated characters and building destruction for game-ready art and proof-of-concept cinemas.
· Modeled and textured buildings, terrain, foliage, and effects including levels of detail and damage.
Key Projects: DisneyQuest’s Invasion! – Location Based Entertainment (LBE)
MechCommander Gold – PC
MechWarrior 3 – PC
02/94 – 08/96
Assistant Art Director – Virtual World Entertainment, Chicago, IL
· Promoted to Assistant Art Director from Lead Animator.
· Planned, researched, and created animations, test data, procedures, and proprietary plug-ins.
· Animated & lip-synced principal Disney character, Jafar, for simulation ride inspired by Aladdin.
· Animated Mechs, vehicles, and aquatic life for real-time 3D content, 2D sprites, and cinema.
· Modeled and textured Mechs, vehicles, buildings, terrain, foliage, levels of detail, and damage.
· Designed and modeled schematic for simulated aquatic environment.
Key Projects: MechCommander – PC
DisneyQuest’s Aladdin’s Magic Carpet Ride – LBE
Voyage to Atlantis – LBE prototype
BattleTech – LBE
Red Planet – LBE
SOFTWARE
Autodesk Maya, Autodesk 3D Studio Max, Adobe Photoshop, Unity, Camtasia, Adobe Premiere, Adobe After Effects, Xsens MVN Studio (motion capture software), Slack, Trello, JIRA, ChatGPT, Perforce, Confluence, Git, SourceSafe, Source Depot, Dropbox, Google Docs, and Microsoft Office.
EDUCATION
Columbia College, Chicago, IL
· Advanced Computer Graphics post-graduate studies (2 yrs)
· Bachelor of Arts - Major: Advertising, Minor: Graphic Design
DUANE MOLITOR / [email protected] / 425.761.2416
Principal Engineer and XR Partner Manager specializing in next-gen XR (AR/VR/MR) console/mobile games and innovative proprietary technologies development. Proven qualities in leadership, creativity, cross-division collaboration, reliability, and mentorship.
PATENTS
· “Methods and Systems For Customizing Augmentation…”, Primary Inventor, 2023
· “Smart Camera For Virtual Conferences”, Designer, 2012
PROFESSIONAL EXPERIENCE
012/2019 - PRESENT
Distinguished Engineer / Partner Manager - Verizon Communications Inc., Irving TX
· Researched XR, AR/VR headsets, wearables, IoT, AI, CV/ML, NeRF, BIM, 5G hotspot & mobile.
· Developed 4 AR product PoCs to showcase 5G MEC for both Consumer & Enterprise.
Key Project(s): Lockheed Martin – Undisclosed AR Project
Level Ex – Remote VR Medical Training
Avrio Analytics – First-Responder AR Training On-Location
AR Apps (4) – 3D Selfie, AR Messaging, Holoscapes, & Outside The Box
01/2019 - 07/2019
Creative Director - SHFF, Inc., Austin TX
· Creating all 2D art mock-ups and all 2D & 3D art assets for two new games due Fall 2020.
· Designing U.I. art and interaction for both projects; creating all art and animation.
· Defining, scheduling, and tracking all art lists, Hiring and mentoring new art/animation staff.
Key Project(s): Sure-Shot LT Angry Birds (game releasing Fall 2020)
Sure-Shot LT Virtual Masters Fishing (game releasing Fall 2020)
11/2016 - 11/2018
Creative Director – Nerd Kingdom, Irving, TX
· Promoted from Animation Director to Art Director (June 2018). Design, create, and direct art & animation for a sandbox IP.
· Hire, manage, and mentor art & animation staff. Define and prioritize deliverables via Agile/Scrum milestone schedule.
· Design and document art & animation process, including proprietary art tools.
Key Project(s): Project "Best Buds" & Project "TUG"
Eternus Engine's "AnimWeb" and "State Engine (Blueprint)" tools
02/2015 – 01/2016
Creative Director – Fuzzycube Software, McKinney, TX
· Report to CEO and collaborate directly with client CCO at Magic Leap.
· Direct art and animation for Magic Leap prototype demos.
· Point-of-contact for collaborative art production with FL, CA, and UK partners.
Key Projects: Magic Leap Project #1 (CEO Roby Abovitz's project)
Magic Leap Project #2 (CCO Graeme Devine's project)
06/2013 – 02/2015
Creative Director – Freelance Consultant, Frisco, TX
· Captured Dimensions, advised on procedural & post-capture techniques, and researched potential partners for transforming 3D scans into game-ready and film-friendly cg assets.
· 900lbs of Creative, concepted Perot Museum augmented reality (AR) mobile apps prototypes and highlighted potential hardware/software partners for AR tracking solutions.
· shopVIDA.com, researched 2D/3D technical art solutions and partners for automating their online process for placing user-defined textures on 3D objects in a 2D photograph.
02/2008 – 11/2012
Art Director – Microsoft Research (MSR), Microsoft Corporation, Redmond, WA
· Created all art and animations in mobile application prototypes for early Microsoft HoloLens and HoloLens' Free-Viewpoint Video.
· Spearheaded augmented reality (AR) research initiative to define a new discipline and area of AR development/differentiation for Microsoft. Developed concept proposals including AR vision and cross-platform applications via interactive prototypes.
· Presented innovative technologies research to CEO Steve Ballmer’s executive staff, MSR leadership, and AR/VR incubation teams. Educated VIPs on competitive landscape and scope of product/user experience potential.
· Influenced Microsoft Research to acquire the division’s first mocap system and AR eyewear reducing costs to shortening art production and technical development prototyping.
· Received Microsoft Patent Award as Designer for “Smart Camera For Virtual Conferences”. Collaborated with key leads across multiple disciplines to author white paper.
· Recruited and managed mocap vendors and character art teams including international talent.
· Designed and directed 3D art and animation to simulate immersive entertainment experiences for next-generation interactive applications and wearable technology.
Key Projects: Microsoft HoloLens – AR eyewear Avatar Spectrum – Xbox One Kinect
Kent Studio – Xbox One Kinect Avatar Kinect – Xbox 360 Kinect
01/1999 – 02/2008
Senior Animator & Art Director – Microsoft (Game) Studios, Microsoft Corporation, Redmond, WA
· Partnered with Technical Art Director (and hired art staff) to plan and create an innovative character variation system that auto-generated a near infinite library of fully articulated 2D/3D characters based on gender, age, ethnicity, geography, and occupation. Library served all simulation platforms – creating notable efficiencies in time/cost for character development.
· Collaborated with cross-functional peer leads to agree on artistic goals of each game release. Defined supporting art pipelines and deliverables. Coordinated with program management to track/maintain schedules. Ensured high quality standards were exceeded/achieved.
· Drove art style and character aesthetics. Developed art processes, skeletal rigs, and tools to improve animation blending, increase character variety, and introduce originality where possible.
· Determined art/animation production staffing requirements. Sourced talent agencies and vendors to aid recruiting. Managed teams through milestone deliverables. Trained employees on proprietary art/animation tools, new aspects of commercial tools. Mentored career development.
· Identified new art software and top outsourcing vendors used by multiple internal studios.
· Defined and documented Best Practice for Microsoft Studios’ pro bono 3D character vendor test.
· Animated 3D characters and vehicles. Modeled and animated character blendshapes for lip-sync and facial expressions to display realistic emotion and improve overall facial performance.
Key Projects: Microsoft ESP – PC Gravity Kings – Xbox prototype
Flight Simulator X – PC Forza 2 – Xbox 360 prototype
Shadowrun – Xbox 360 MechCommander 2 – PC
MechAssault – Xbox launch title MechWarrior 4: Vengeance – PC
08/96 – 01/99
Art Lead – FASA Interactive Technologies, Chicago, IL
· Developed animation procedures for several proprietary animation systems.
· Defined milestone schedules, assigned art tasks, and provided timely feedback.
· Hired/managed art team. Collaborated with engineering teams to create proprietary art tools.
· Worked as Creative Director for MechWarrior 3. Plus, designed/art directed game user interface.
· Animated characters and building destruction for game-ready art and proof-of-concept cinemas.
· Modeled and textured buildings, terrain, foliage, and effects including levels of detail and damage.
Key Projects: DisneyQuest’s Invasion! – Location Based Entertainment (LBE)
MechCommander Gold – PC
MechWarrior 3 – PC
02/94 – 08/96
Assistant Art Director – Virtual World Entertainment, Chicago, IL
· Promoted to Assistant Art Director from Lead Animator.
· Planned, researched, and created animations, test data, procedures, and proprietary plug-ins.
· Animated & lip-synced principal Disney character, Jafar, for simulation ride inspired by Aladdin.
· Animated Mechs, vehicles, and aquatic life for real-time 3D content, 2D sprites, and cinema.
· Modeled and textured Mechs, vehicles, buildings, terrain, foliage, levels of detail, and damage.
· Designed and modeled schematic for simulated aquatic environment.
Key Projects: MechCommander – PC
DisneyQuest’s Aladdin’s Magic Carpet Ride – LBE
Voyage to Atlantis – LBE prototype
BattleTech – LBE
Red Planet – LBE
SOFTWARE
Autodesk Maya, Autodesk 3D Studio Max, Adobe Photoshop, Unity, Camtasia, Adobe Premiere, Adobe After Effects, Xsens MVN Studio (motion capture software), Slack, Trello, JIRA, ChatGPT, Perforce, Confluence, Git, SourceSafe, Source Depot, Dropbox, Google Docs, and Microsoft Office.
EDUCATION
Columbia College, Chicago, IL
· Advanced Computer Graphics post-graduate studies (2 yrs)
· Bachelor of Arts - Major: Advertising, Minor: Graphic Design
DUANE MOLITOR / [email protected] / 425.761.2416

duane_molitor_resume_06.pdf | |
File Size: | 91 kb |
File Type: |