Nicholas Stevenson


Lead Technical Animator


Nicholas.T.Stevenson at gmail dot com





  • 14 years of animation and rigging experience targeting next generation platforms and engines.
  • Considerable id Tech and Unreal engine experience.
  • Extensive Python and C++ Programming Experience (Maya - Modo - Motion Builder)
  • Strong general 3d skill set including Modeling, Rendering, Texturing, and Simulation.
  • Thorough background in motion capture setup, calibration, solving and cleaning.
  • Traditional art education with a focus on 3d implementation.




  • Call of Duty: World War II
  • Call of Duty: Infinite Warfare
  • Call of Duty: Modern Warfare Remastered
  • Call of Duty: Black Ops 3
  • Call of Duty: Advanced Warfare & Exo Zombies DLC
  • Call of Duty: Online
  • Call of Duty: Ghosts
  • Call of Duty: Black Ops 2
  • Call of Duty: Modern Warfare 3
  • Call of Duty: Black Ops
  • Singularity
  • Wolfenstein
  • Quake 4
  • Marvel Ultimate Alliance
  • X-Men Legends II: Rise of Apocalypse




  • Troll Bridge by Snowgum Films - Keyframe Animation and Character Rigging




  • Maya
  • Modo
  • Motion Builder
  • 3ds Max
  • Python & C++ Programming Languages
  • id Tech and Unreal Engines
  • Shotgun
  • Photoshop
  • zBrush and 3d Coat
  • EvArt and Solver - Motion Analysis Motion Capture Systems
  • Perforce





Raven Software - Experience Breakdown


2015 to Present - Lead Technical Animator

  • Lead a team comprised of myself and three other Technical Animators.
  • Develop and Expand the Animation pipelines as a Team, focusing on individual disciplines.
  • Produce Animation rigs and assets for multiple productions.


2009 to 2015 - Senior Technical Animator

  • Create Plugins and Tools to improve and streamline the Animation, Cinematic, and Modeling pipelines.
  • Rigging and Skinning of game assets, including characters, props, and weapons.
  • Generating animation rigs for use in both Maya and Motion Builder.
  • Pipeline setup and troubleshooting of exporting/importing assets in to the game engine.
  • Worked directly with the Motion Capture department for Maya & Motion Builder capture implementation.


2005-2009 - Animator to Senior Animator

  • Cleanup of Motion Capture data, and extensive polish for in game animations on Wolfenstein, Singularity using both Maya and Motion Builder.
  • Rigging and exporting of many characters, props and vehicles for Wolfenstein and Singularity
  • Ragdoll setup for characters, props, weapons and vehicles using Unreal’s Phat with Havok in game implementation.
  • Rigging, Setup, and Animation of all first person weapons in Wolfenstein.
  • Worked directly with the programming department for the character gib/gore, and havok ragdoll systems on Wolfenstein.


2004-2005 - Motion Capture Intern to Junior Animator

  • Capturing, solving, and cleaning of Motion Capture performances.
  • Setup of the Mocap Camera system and Software, as well as calibration and focusing of the cameras.
  • Delivery of Motion Capture performances in to both Maya, Motion Builder, and 3ds Max.





2003-2005 - Madison Area Technical College

  • Associates Degree in Computer Animation
  • Extensive traditional training with emphasis on its implementation towards 3d projects.
  • Performed the task of lab monitor and technical support for students troubleshoot their scenes and projects.