curriculum vitae

 

NAME:                  Richard Arnold

ADDRESS:           Hetzgasse 16/30,1030,Vienna

TEL:                      +43 (0) 699 11097929

EMAIL:                 richard@okidoki-apps.com

WEBSITE:            www.okidoki-apps.com

ARCHIVE:            www.okidoki-apps.com/curriculumvitae

NATIONALITY:     Australian

DATE OF BIRTH: 23.04.1970

GENDER:             Male

 

UNITY DEVELOPER/ 3D ANIMATOR (MAYA)

WORK HISTORY:

 

2011-Present

Unity Developer

 

Indie game/app development.

Self employed, operating originally as ImpossibleVisions, and later rebranding as Okidoki-apps.

Total responsibility for all aspects of app development and deployment. 

Including:

  • Game/concept design

  • Level design

  • C# programming

  • 3D modelling/animation

  • Publishing to multiple platforms

  • Monetisation

 

 

2008-2011

3D Computer animator (Maya)

 

1995-2008

Artist – (sculpture) 

 

EDUCATION & TRAINING: 1992-2001

 

1999-2001

Post-Graduate Diploma in Digital Art (3D Computer Animation)

University of Adelaide

 

1992-1995

Graduate Diploma in Visual and Applied Arts (Sculpture)

North Adelaide School of Art

 

SKILLS AND COMPETENCES:

 

LANGUAGE SPOKEN: English

OTHER LANGUAGES: German ( conversational )

 

SOCIAL SKILLS:

Good communicator

Artistic sensibility, inventive thinking

 

ORGANISATIONAL SKILLS: 

Experienced at self organising. 

Attention to detail.

Patient and persistent debugger.

 

COMPUTER SKILLS:

Unity (10+ years)

Maya ( 3D animation) (10+years)

Video/Audio editing and production

Photoshop

AfterEffects

 

ADDITIONAL INFORMATION

 

I have been developing games and apps with Unity independently since 2011.

Initially, I began making apps for children, then moved on to more challenging games and puzzles, and have recently been branching out into apps for video manipulation and also health-tech.

Primarily a programmer, I am proficient in using C# ( and the redundant Unityscript) in Unity development, and am also experienced with Maya.

I have a comprehensive understanding of Unity, and experience with a diverse range of computer graphics software programs, including 3D animation, video editing, and audio production.

My progression of digital skills can be divided into the following stages:

  •  Unity development    2011-2022

  • 3D Animation              2008-2011

  • Art (sculpture)            1995-2008

 

Overall, I have had more than 8 million downloads of all of my apps (plus about 20 million pirated copies).

I have deployed apps to multiple platforms including Apple App Store and Mac store and Apple TV. GooglePlay, Amazon Appstore, Windows 8 mobile, Facebook games, NOOK, Opera, HTML5 web players.

I have integrated innumerable 3rd party plugins ,and deployed my most successful apps localised with up to 35 different language translations.

I have used Vuforia, ARkit and also integrated Augmented Reality with a map/navigational system.

I have also experimented with the Photon Network Engine, and Mirror, to make a multiplayer version of one of my games.

Last year, RedBull Mind Gamers contacted me with a request to use one of my games SNORK for one of their challenges.

 

UNITY SKILLS

 

CHARACTER DESIGN/ANIMATION

I have done animation with both the MechAnim system and also bringing in Legacy animation from Maya.

I have also imported designed characters into an automatic rigging system in Adobe Mixamo and then applied character animations to them for blending within Unity.

In the new version of Dinosaurus that I’m currently developing, each dinosaur has about twelve animations controlled by an Animator 2D Freeform cartesian blendtree, plus a range of attack and response animations.

 

ENVIRONMENT DESIGN

Have made many terrains using an array of shaders including the use of toon shaders. Have made flowing rivers, spline based roads, forests etc.

Using unity terrain for my EarthMovers project I was also able to implement a system for excavating earth…that is, to make holes in the terrain in real time.

 

LIGHTING

I have made optimised lighting systems for mobile deployment, often simulating shadows for better performance.

I sometimes use shadow blob projectors instead of realtime shadows for performance. 

 

SHADERGRAPH

My app Surrealizer uses quite a few customised shaders, that I developed in ShaderGraph, providing realtime input variance. Normally this consists of inputting movies into texture channels and modifying uv or some other input in realtime.

 

NAVMESH

SuperTrains in its most recent iteration uses a NavMesh system for tank and enemy soldier deployment. SuperCubic uses an entirely original A* pathfinding system. 

 

MONETISATION

Though I began originally by using the free/paid model ( free trial games with links to complete paid version) I have more recently converted most of my apps to IAP systems on free games. SuperTrains has a system where the player collects gold coins to access abilities/levels/equipment but it is faster to purchase gold coins in bulk via IAP.

I can also implement IAP on Mac standalone builds in the MacAppStore which has proven to be quite difficult in the past.

 

SERVER NETWORKING

My app “Carely” involved tracking elderly clients and regularly uploading details of their GPS position to an encrypted google sheets file. The phones of the carers would regularly ping these servers to monitor their position, and to alarm the users if the elderly person left the designated area, also automatically informing other carers via notifications. 

 

XCODE

I know XCODE pretty well, having used it regularly since 2010 at least. I have published games to TvOS, MacOS ( including with IAP which was difficult to accomplish between 2017 and 2021) and of course IOS. 

 

SHURIKEN PARTICLES

I know Shuriken pretty well. Generally, I purchase pre exiting particle assets and modify them to suit.

 

MOBILE OPTIMISATION.

I’ve managed to squeeze performance out of my games by obsessively hunting down performance improvement possibilities. These include rewriting code to be more efficient, reducing polygon use, and faking light/shadow.

 

LOCALIZATION

My games are also available in over 30 languages. This also includes country specific images in the app stores

 

MAYA SKILLS

 

I originally started learning computer animation with Alias Wavefront explore, the precursor to Maya.

I regularly use Maya to create assets for Unity.

As seen in my short video “DIGGER” I was able to model an ancient steam shovel with polygonal modelling. This involved using the Maya MASH system to make animated tank tracks, and nCloth to make stretchy steel cables. This required a fair bit of caching. Also used the MASH system for natural tree distribution on a terrain.

The animation of the human characters utilised both animation blending and regular skeletal animation.

 

 

 

EARLIER LIFE

 

As an artist, I was represented by Greenaway Gallery, one of the top private galleries in Australia.

My sculpture is present in several Australian private collections and has also been purchased by Artbank, a Commonwealth government art leasing program for contemporary art in Australia.