Patrick Feerick

200 Brannan St. Apt. 228 San Francisco, CA 94107

http://patfeerick.com/

patfeerick(at)gmail.com

LinkedIn


PROFESSIONAL EXPERIENCE

Cinematic Designer

HIGHWIRE GAMES, Seattle, WA   April 2024-January 2025

  • Designed camera blocking / editing for high quality motion captured cutscenes for use in randomized environments and times of day..

  • Previsualizations for cutscenes for a live early access game under tight deadlines.

  • Editing Unreal blueprints for characters and levels to improve flow between gameplay and cinematics.

  • Organized Unreal sequences for motion capture setup in MotionBuilder.

  • Importing/Exporting animation out of Maya and reworking keyframe animation when needed.

  • Implementing VFX and testing variance in game.

  • Project: Six Days in Fallujah

Cinematic Lead

DRAMATIC LABS, San Rafael, CA   April 2021-April 2023

  • Created compelling camera layout and character acting for 3 hours of cutscenes in 2 years.

  • Developed and tested tools for cutscene creation using Unreal sequencer and characters using Unreal blueprints.

  • Designed, scripted and implemented player driven setpieces involving open ended environments, branching dialog and action using the proprietary scripting tool Beanie interfaced with Unreal.

  • Coordinated with outsourcing studios on animation and art assets for cutscenes.

  • Animated and polished idle and acting animations in Autodesk Maya.

  • Organized cutscene bug fixing and polishing efforts for closing a 10 hour game using Jira.

  • Project: Star Trek: Resurgence


Cinematic Artist

TELLTALE GAMES, San Rafael, CA                                                                 Feb 2017-Sept 2018

  • Designed camera layout and character staging and acting of interactive narrative scenes. 

  • Pushed acting polish and character appeal within engine restraints and tight deadlines.

  • Quickly shifted cinematic styles and tones depending on the project.

  • Communicated with designers and leads to strike a balance between gameplay and visual storytelling. 

  • Planned scenes with stability in mind to minimize bug fixing.

  • Collaborated with multiple departments to improve proprietary software through testing and brainstorming.

  • Projects: The Walking Dead: A New Frontier / Minecraft: Story Mode - Season 2 / Guardians of the Galaxy: The Telltale Series / Batman: The Enemy Within / The Walking Dead: The Final Season



3D Artist and Motion Graphics Designer

SPARK SOLUTIONS, Oakland, CA                                                                 June 2012-Feb 2017

  • Lighting, decorating and composing CG exteriors and interiors for architectural previsualization and advertising.

  • Collaborate in designing and creating CG car commercials for dealerships across the US.

  • Advancing CG image photorealism through researching and experimenting with Octane Render for Cinema 4D.

  • Implementing post production techniques with After Effects to decrease render time without losing image quality.

  • Streamlining the building, lighting and organizing of CG sets and assets in order to deliver commercials or advertising materials on tight schedules.

  • Pushing for polished rendering and animation. Visually tell stories through movement and cinematic lighting but keeping it affordable.

 

Roto Artist  

THE BASE STUDIO, Foster City, CA                                                              Jan 2011-July 2011

  • Rotoscoped feature film scenes for various clients for the purposes of 3D conversion.

  • Put in extra hours to learn from team leaders how to increase roto speed.

 

Post Production Manager

SCTV (UCSC), Santa Cruz, CA                                                                      Sept 2007-Jun 2008

  • Supervised the editing of TV programs; trained student editors in Final Cut Pro and Adobe After Effects.

  • Improved TV station's performance by contacting student organizations, consulting students on editing projects, creating a tape check-in system and computer organization system.


SKILLS

  • Software: Unreal Engine, Autodesk Maya, AnimBot, Jira, DaVinci Resolve, Autodesk MotionBuilder, Unity, Cinema 4D, Perforce, Plastic Gluon, Adobe Photoshop / Premiere / After Effects

  • Character Animation: Model, texture, rig, and animate 3D characters with Maya or Cinema 4D.

  • Live Video Production: Lighting, DSLR cameras, microphones, audio mixing

  • Post-Production: Extensive experience with video and audio rendering formats for delivering video material to TV stations and internet providers.


EDUCATION

University California, Santa Cruz

B.A. Film and Digital Media — 2004-2008