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bill(y) harper

objective...
to kick ass and chew bubble gum...and i'm all outta bubble gum--roddy piper

work experience...
10.12.06--present
co-founder/creative director/director of client affairs
the dreamhive
the dreamhive creates quality entertainment. we believe that quality entertainment means engaging, sophisticated storytelling, compelling, complex characters and vibrant, contemporary visuals brought to life by applying the tried and true principles of verbal and visual storytelling in combination with the innovative use of cutting edge technology. we embrace the new multicultural spirit in a transcontinental fashion and represent multilayered, postmodern cultures and hybrid heroes in our stories. It could mean the adaptation of a german fairy tale, visualized with a japanese anime sensibility, set to music by contemporary urban hip hop artists. in the age of streaming mp3s and music videos, chatting, file sharing and onlineMMRPGs, we have to reflect the ridiculously rapid growth of a truly global pop culture. be it visually, musically, through storytelling or all of the above - words, music and pictures are simply pieces of a giant puzzle... in regards to television, 2-D animation is not dead and 3-D animation has not yet truely begun to live. we believe that it is possible to take the best of both worlds, even better, that there really is only one world to begin with, and bring to the world a form of entertainment that lives up to the highest quality standards for both visual appeal and compelling story- and character development. we also add a healthy dose of anime sensibility, i.e a very modern, contemporary, on the edge style, visually, musically and thematically slightly ahead of the general public. setting the trend rather than following it. "use every part of the buffalo". brad bird talked about this in one of his "making of" appearances. he was referring to efficiency in time/money/creative management. he talked of how the native americans would not only eat the meat of a buffalo, they would use everything they could to sustain the tribe. we feel this is something greatly missing from several sectors of the entertainment industry and we have a plan to change that. crossover. a new kind of entertainment for a new generation... ...generation dream...

09.30.05--10.12.06
independant character contractor and consultant
my homewerk
the creamy goodness that is my life right now. paruse around this very site to get peeps at some of the stuff i've been up to. some highlights over the past year have been working with the talented group of guys at bottlerocket entertainment on the game version of the popular WB!Kids show, xiaolin showdown and working with the co-founder of naughty dog(and my former boss), jason rubin, on an exciting new "indy" project he has in the works for his new company... MORGANrose. i was also lucky enough to be part of a beta testing team for a new and exciting dense mesh sculpting software called Mudbox. my work with these guys continues to yeild workflow and studio rewards. to show my appreciation, i'll be doing a masterclass at pratt center of the arts in NYC for autodesk's 3december event.

work experience...
05.04.03--09.30.05
lead character modeler
ea-tiburon
learned existing pipeline for nfl street within a week and helped finish the title. from that point i moved on to next gen R&D. i was responsible for helping create the initial character pipeline for madden next gen . i also played a key role in creating a visual benchmark sequence named "face crunch". it appears in the xbox 360 teaser trailer for madden next gen. shortly after that i moved on to superman returns. initially, i was responsible for character pre-vis and R&D. during this time i developed the facial rig and muscle deformation pipeline that is being used for the game. when pre-vis/R&D was complete i moved into the role of character modeling lead for the production of superman returns.

09.04.2000--05.02.03
character artist
naughty dog incorporated
character modeling, character rigging, and character animation. liason between other artists and programmers. trained and supervised new character artist during final production of jak and daxter. titles i shipped while at naughty dog were jak and daxter and jak II. i also was responsible for the high res jak that was used during the 2001 E3 campaign.

08.04.99--08.04.2000
character artist/technical artist
sony computer entertainment america
initially hired to work on character R&D for ps2 release title that was eventually cancelled. working on it was very beneficial because i worked on a team that had developed a character engine around the 3D software package mirai. worked on a small character based puzzle game using same engine. that title was cancelled and mirai-based engine was shelved. after that i moved onto the mark of kri team for five months. i was responsible for character modeling, character rigging, and character animation. i was also a liason between artists and programmers; artists and maya tools team.

professional activities/awards...
active creative/tech member of the academy of interactive arts and sciences
2002 game developers choice award for animation created in jak and daxter