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Steven Harmon
Steven Harmon
Tech Designer
Denver, United States

Skills

Art Direction3D AnimationLow-poly ModelingMotion CaptureGame DesignGame DevelopmentLevel DesignActingScriptingC#BlockmeshVirtual Production

Software proficiency

Unity
Unity
Unreal Engine
Unreal Engine
Blender
Blender
SketchUp
SketchUp
Meshroom
Meshroom
Maya
Maya
MotionBuilder
MotionBuilder
Vicon Blade
Vicon Blade
Motive
Motive
Paint.NET
Paint.NET
Audacity
Audacity
Perforce
Perforce
Shotgun
Shotgun
Houdini
Houdini
Linux
Linux

Reel

Productions

    • Movie
      Mufasa: The Lion King
    • Year
      2024
    • Role
      Technical Director
    • Company
      MPC Film

Experience

  • Lead Developer at Jubilee Studios
    Denver, US
    August 2024 - Present

    Developing an educational ASL sign language learning app with multiple modes. Implementing UI/UX, animation, creating placeholder assets and rapid prototyping of ASL motion capture tools.

  • AR/VR Designer at Japanese Arts Network
    Denver, CO, United States
    December 2022 - Present

    Creating Instagram AR filters and preserving Zotto, an immersive IRL theater production virtually. Photogrammetry capture, cleanup, and environment artwork

  • Technical Artist & Designer at AmaVR
    Los Angeles
    January 2020 - Present

    Currently working on solo remastering Ama's Momento, our flagship game for a mixed reality location based museum exhibit in Taiwan.

    Worked on Wing Wor, a personal VR project as Technical Artist & Designer archiving and assisting on pipeline creation and script development. Writing shaders, creating VFX, environments, photogrammetry cleanup and retoppo, and character animation.

    Worked within a team of 5 as a technical designer on Art of Balancing, a mindfulness VR app. Implemented rock stacking mechanic and audio visualization for in-app recorded notes as well as assisted the art director on optimizing assets.

    Collaborated on a team of 32 on R&D, engineering, vis-dev, and interactive teams on AR/VR Mother’s Day experience for Facebook “Dear Mom”. Served on-set as set dresser help & photogrammetry specialist, hand retoppo'd & textured all environment and prop scans, rigged & keyframed character all character animation. Wrote animation editor tool for attention direction, wrote smtp mail & text transition to AR gift, designed & scripted interactions, wrote marketing copy & presskit + materials.

  • Unity Developer / Educator (freelance) at Ed Motion Inc
    US
    November 2023 - January 2024

    Remastering mocap projector installation educational game(s) Memory with new modes, settings, visual and audio overhauls, and overall quality adjustments over the course of numerous iteration cycles based on playtesting and client feedback. Consulting on and creation of animation and motion capture curriculum for middle to high school students nationwide.

  • Game Designer at RocketJump
    Los Angeles, CA, United States
    June 2022 - July 2022

    Contract R&D prototyping

  • Stage Technical Director at Moving Picture Company (MPC Film)
    Los Angeles, United States of America
    August 2021 - August 2022

    Creating, documenting, and maintaining VR virtual production stage & lookdev tools, scout operating, render wrangling, shots team, mocap acting & motion editing, effects creation in Houdini, and environment art optimizations, and general problem solving in Unreal.

  • Independent Developer at StevenHarmonGames,LLC
    Denver, United States of America
    June 2015 - Present

    Entrepreneur and solo developer, been making games under this banner since 2012. Officially incorporated in 2015. Over 70 games made to date. Multiple awards and publications.

  • Game Design Intern at Jam City
    San Diego, United States of America
    September 2020 - December 2020

    Content design, playtesting, and tuning on mobile match 3 title Cookie Jam.

    Created two cookie walks, sets of levels for events increasing in difficulty based on win loss ratio percentages, moves left, goals left, average shuffles, etc.

    Worked alongside entire design team for frequent feedback, mentorship, and onboarding lab rat as first design intern

    Learned to work in highly iterative data driven environment on existing project mid editor switch & navigating skill discrepancy between more senior designers and I for level tuning.

  • Egerton Character Tech Art Intern at Activison
    Los Angeles, United States of America
    June 2020 - August 2020

    Motion capture cleaning, characterizing, and pipeline work on Call of Duty: Black Ops Cold War.

    Also designed an interactive training module as well as created motion graphics & branding materials for ATVI virtual day of service project.

  • Contractor at House of Moves
    Los Angeles, United States of America
    November 2019 - January 2020

    Metadata discrepancy cleanup for Space Jam 2 for previz & dailies

  • Editor In Chief at ToiletGameStudies.org
    Los Angeles, United States of America
    November 2017 - June 2020

    Exploring the rich wealth of game (both digital & analog) toilets; giving scholars a peer-reviewed forum for their ideas and theories on virtual toilets; providing an academic channel for the ongoing discussions on toilets in gaming. Giving talks at various writing & gaming conventions as well as game companies.

    Toilet Game Studies is a non-profit, open-access, crossdisciplinary journal dedicated to research of toilets within the medium of games

  • Social Media Coordinator at GaymerX
    San Francisco, United States of America
    April 2018 - January 2020

    Day to day social media operations with rebranding and community outreach campaigns. Graphic design, motion graphics, assist on event planning & execution, sit on a jury comittee for GDC scholarship, wrote a free book "Breaking Into The Games Industry" to get more people from underrepresented groups making games.

  • USC MEGA (Makers of Entertaining Games Association) at Co-President / Social Media Coordinator
    Los Angeles, United States of America
    April 2018 - January 2019

    Actively engages community over social media, organizes events, gives educational talks and hosts workshops and Jams. Also a Unity3D Student Ambassador for greater LA area. Known for #MEGARecommends and workshops. Continues to give educational talks on various technical topics.

  • Design Intern at Serenity Forge
    Boulder, United States of America
    May 2015 - August 2015

    I designed 50 of the higher difficulty waves and their various permutations for the non-shooting bullet hell Pixel Galaxy. I worked closely with the game's lead designer and iterate on my designs every week within team meetings. I also briefly worked on their unreleased intern R&D project as a programmer until I was transferred to the main project.