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Salt Lake City Metropolitan Area
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500+ connections
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5K followers
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Stephen Candell shared thisPlease please please take a moment and follow "notify me on launch" my upcoming video game kickstarter campaign! (also, please consider "reposting" this to your linked-in audience!) Each follow helps us get noticed! https://lnkd.in/gpkUi_-E
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Stephen Candell shared thisSpecial THANK YOU to Jeff Leach for volunteering some professional voice skills to our latest ad for Bunderkin: The Ocular Eclipse! Indie teams unite! Playtesting is open for our upcoming indie stealth RPG: Bunderkin: The Ocular Eclipse! Terribly proud of our little team here in Salt Lake City for hitting our summer goal of releasing a playable demo for our upcoming Kickstarter! It has been a 6 month sprint for us...and we are all exhausted. Yes, our ultimate goal is to still release our Bunderkin TV series! (But we decided to take a little detour into gaming until the film/tv industry recalibrates their business model to be profitable! Covid/Union Strikes/AI....the last 6 years has been rough! If this is your first time seeing anything about our project...WELCOME! Bunderkin is a mystery adventure series designed to empower kids to become creators of change....to dream big...to question everything...to quell their fears...and to RUN AT LIFE. Bunderkin needs financial backing, I've taken it as far as I can on my own steam. We are hoping that Kickstarter is a solution for us! If our upcoming summer video game campaign does well, we will next start a new campaign to fund our 34 minute PILOT episode of the series! Fingers-crossed! Shameless plug: Please consider REPOSTING this post! We need some visibility!
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Stephen Candell shared thisPlaytesting is open for our upcoming indie stealth RPG: Bunderkin: The Ocular Eclipse! Terribly proud of our little team here in Salt Lake City for hitting our summer goal of releasing a playable demo for our upcoming Kickstarter! It has been a 6 month sprint for us...and we are all exhausted. (Yes I know the audio sucks. :) we are still lacking in that department) Yes, our ultimate goal is to still release our Bunderkin TV series! (But we decided to take a little detour into gaming until the film/tv industry recalibrates their business model to be profitable! Covid/Union Strikes/AI....the last 6 years has been rough! If this is your first time seeing anything about our project...WELCOME! Bunderkin is a mystery adventure series designed to empower kids to become creators of change....to dream big...to question everything...to quell their fears...and to RUN AT LIFE. Bunderkin needs financial backing, I've taken it as far as I can on my own steam. We are hoping that Kickstarter is a solution for us! If our upcoming summer video game campaign does well, we will next start a new campaign to fund our 34 minute PILOT episode of the series! Fingers-crossed! Shameless plug: Please consider sharing this post! We need some visibility!
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Stephen Candell shared thisBig milestone for Studio Zubio! Our Steam wishlist page is officially live for our upcoming fantasy stealth RPG, Bunderkin: The Ocular Eclipse. This project has been a true labor of love — blending whimsical worldbuilding, stealth-driven gameplay, time travel, and a looming world-ending calamity. We’re incredibly excited to finally invite you into the world of Bunder Hollow. If you like mysteries, collectibles, puzzles, and adorable characters, then this one's for you! If you’d like to support our small indie team, the best way to help right now is simple: 👉 Wishlist Bunderkin on Steam 👉 Share the page with friends who love fantasy adventure games Every wishlist genuinely makes a difference for indie studios like ours. Thank you for being part of this journey. #IndieGameDev #GameDevelopment #SteamWishlist #FantasyRPG #IndieStudio #Bunderkin
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Stephen Candell shared thisLate night kitbash image. Tired of looking at the unreal whitebox grid of doom. Still going. We have two months left to complete our free-to-play Zelda-esque Rogue RPG! We are BUNDER the gun! Looking for technical animators, stylized animators... sound design and a composer. And we have 3 pennies set aside for those roles lol. Kickstarter here we come! (APRIL)
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Stephen Candell posted thisWe are looking for an Unreal Technical Animator to implement our NPC animations for our upcoming free-to-play playable demo of our action adventure game: Bunderkin The Ocular Eclipse. Kickstarter Launching this spring! Please share and pass on to your networks.
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Stephen Candell shared thisWe are still #hiring! Know anyone who might be interested?
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Stephen Candell shared thisWe are still #hiring! Know anyone who might be interested?
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Stephen Candell shared thisPlease share! We are hiring for stylized 3D artists!
Publications
Projects
Honors & Awards
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Nominated for Outstanding Animated Character in an Animated Feature Motion Picture
Visual Effects Society (VES)
How to Train Your Dragon 2 (Hiccup)
Languages
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Romanian
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Recommendations received
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Ambience System update 0.2.1 is a big step forward 🤯 This version adds a dedicated editor tools module inside Unreal Engine, making the workflow much faster and cleaner. Now the system includes: ✅Ambience System Tools window A central place to manage the ambience setup directly from the editor. ✅Level summary Quick view of managers, zones, portals, emitters and profiles used in the current level. ✅Editor validation Run validation before pressing Play and find setup issues earlier. ✅FMOD Distance Preview tools Refresh all 3D emitter distance previews from one place. ✅Selection and issue-finding tools Find and select ambience actors faster in large levels. This update makes the plugin feel much more like a real production tool. The goal is simple: better control, faster setup, fewer mistakes, and a stronger workflow for game audio and level design. More improvements are coming 🔜 #UnrealEngine #FMOD #GameAudio #TechnicalAudio #SoundDesign #GameDevelopment #AudioTools #IndieGameDev #AmbienceSystem #AmbienceSystemEditor
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Here's the Rive rig overview from my last post. I don't know why that post blew up (The engagement from that post isn't earth-shattering, but almost 2k reactions are already a lot for me 😅) Maybe there's something about the solution, or the output is nice to look at, or a bit of both. A lot of people have asked for a tutorial (by a lot, I mean about 4 😂), so here's a quick breakdown. It's not a full-blown tutorial, but it's the quickest one I can compile. I'll probably make a detailed tutorial in the future. Honestly, I was surprised by the solution's output. And the solution is really simple and obvious, now that I think of it, I just haven't thought of it until now. I have worked with many rigs before (in After Effects), but Rive's built-in joystick and the ability to select a target for the handle are so intuitive and flexible that they enable solutions like this.
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On March 24th, Epic had layoffs. One of the many people impacted was Matt Cordner, a key member of our VFX team. This is about who he actually was, not just what he did. Matt was our Sr Technical FX Artist. On paper that means he owned the pipeline infrastructure that kept the team from constantly depending on engineering. In practice it meant that whenever something broke between art and tech, Matt was already three steps ahead of it. He asked good questions, which sounds like a small thing but it isn't. He'd go into technical channels full of engineers and ask exactly the right question, and then when he got the answer he'd come back and share what he'd learned so the next person didn't have to go through the same loop. That habit alone probably saved the team hours we'll never be able to count. Matt was also a regular blogger. Reading through his posts gave you a full picture of what he was working on and how he thought through problems. The blogs were his way of sharing knowledge, and if you followed them closely enough you almost always knew where his head was at. On the day he was laid off, he published a blog post titled "Adios Amigos." Unfinished but posted anyway, because leaving something, even something incomplete, was better than leaving nothing. It contained his latest findings on what he was working on, enough for the team to pick up where he left off. That's the most Matt thing any of us can imagine. He brings deep cross-discipline experience across film, AAA, and live service pipelines, and the kind of instincts you don't find on a resume. If you're hiring for a Sr Technical FX Artist, Tech Art Lead, or pipeline-focused role in games or real-time production, reach out to him. You'd be getting someone who will leave your team better than he found it. #layoffs #gameindustry
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Joseph Bell
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Charles Icay
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So much needs to happen before you even start shaping a shot. That’s why I’ve been experimenting with tools that make the technical setup a little smoother. As someone who’s used similar tech before (like markerless motion capture), working with Cartwheel has been a really smooth step forward. You upload reference, it gives you spline data for Maya/Unreal/Blender, and from there it’s still completely dependent on your eye and intention. You can also transfer the data to any rig you like using their tools. I tested it with some of my own boxing footage and a clip of my friend Joyce Nguyen (@jvynguyen) dancing. I even took one of the boxing animations Cartwheel generated and brought it into Maya to animate a Camera on top of it. What stood out is that it’s not trying to replace the craft — it just gets motion on screen faster so I can focus on the decisions that actually matter and keep the creative vision consistent. Sharing this because clearing that early setup has made my workflow feel a lot more fluid, and it’s been nice having something that supports the creative part without changing the way I do personal work.
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Chris Heatherly
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Daniel I.
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Sheriff Azmey
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Jason Hughes
Mooncast Productions • 1K followers
No pithy hook for this one. Just a thought about what separates quality from crap. I think it's best described as "dynamic range". I regularly see vfx artists making demo reels full of bright flashing stroboscopic particle effects, dwarfing the character they are attached to. Five different variations of the same effect. But how can you possibly care? There's no depth or subtlety to it when everything is turned up to 11. It's impossible to scroll through more than a dozen posts without seeing a character juggle some hapless punching bag of an enemy 20 times with exceedingly ridiculous airborne attacks, such that none of them stand out because they are all as over the top as they could be. Turned up to 11. The lack of dynamic is desensitizing. If you have no small, how can there ever be big? If you have no quiet, how can you have loud? The music industry figured out a long time ago that compressing the shit out of the music and pushing it as close to clipping as the storage medium allowed would make one song louder than the others... Until everyone did that and nobody is louder, just all max volume all the time. It's harder to be subtle. It takes more effort to be careful. It can be scary to trust the end user to notice the difference. Really great creatives get this, and embrace it, across all industries. Quality requires the quiet. It demands the small. It should be obvious that without dynamic range, nothing you're making will have impact. You're just making another forgettable pop song.
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Kai Mergener
CG Lounge • 3K followers
Iterations of up to 10000 (or more if you want your machine to suffer) for super clean, noise free sampling. Precise control over step size, falloff, advection, warp intensity and influence. My Soft Warp Node seems to be fully working now. However no matter what kind of voodoo math magic I am trying to squeeze into the formula, I cannot get it to be "bulletproof" when using too strong values. I am not even sure if I completely understand what is happening. From my understanding, offset pixels start to move faster than their neighbors, which results in some wrapping issues or folding over each other. But anyway, let's hope for the common sense and artistic vision of my future users that also prevents them from using ultra high values on a regular warp because of the same issues. :D Anyone interested in testing this little baby out? I am thinking of creating folds, maybe even terrain generation or in combination with my Height Conform some foil wrapping shenanigans. PS: It's not tileable yet, this will be the last step. #madewithsubstance #substance3d #substancedesigner Adobe Substance 3D
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Yunus Balci
Industrial Light & Magic • 8K followers
Very useful Houdini feature that often gets overlooked: Detail attributes can be saved into the info block of .bgeo/.geo cache files. That means you can read those values later without loading the full geometry, using File SOP Info Load or gstat. This is great for storing lightweight metadata directly inside caches, not just geometry. For example, you could write per-frame profiler stats, memory usage, node timings, or custom sim metrics into each cache file, then inspect performance across an entire simulation afterward without loading heavy caches. Very small feature, but extremely useful for debugging, profiling your simulations, and understanding performance over time.
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Heba Sadek
Tech Amulets • 3K followers
I’m thrield to share a project I’ve been working on one of the most time-consuming parts of the rigging pipeline: Naming conventions. Whether you’re working on a stylized game character or a complex VFX creature, this Python-based tool provides a quick solution for maintaining clean, scalable hierarchies in Autodesk Maya. Key Features: Context-Aware Naming: Specialized presets for Biped, Quadruped, VFX, and Game-ready skeletons. Smart Prefixes & Suffixes: Manual entry or automated "By Position" and "By Type" logic to ensure consistency across the rig. Advanced Search & Replace: Quickly swap characters or strings across complex hierarchies. Batch Indexing: Rename multiple objects with a clean, sequential numbering system. Flexible Scope: Apply modifications to your current selection, the entire hierarchy, or everything in the scene. Built for riggers who need precision and speed. I'm looking forward to hearing your thoughts! This tool was one of many applications that we did inside Python workshop with Anas Elkinawy #MayaPython #Rigging #TechAnim #GameDev #VFX #Automation #Python
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