戴夫 卡特勒
In this Faces of Unity post, we highlight Dave Hunt, our Lead Technical Artist in Copenhagen. Learn more about Dave as he shares about his career journey and work-life balance as a parent here at Unity!
在这篇《团结的面Kong》中,我们重点介绍了哥本哈根的首席技术艺术家戴夫·亨特。 在Unity上分享有关作为父母的职业生涯和工作与生活平衡的Dave的更多信息!
What do you do at Unity?
您在Unity做什么?
My position at Unity is Lead Technical Artist of the R&D Graphics teams in Copenhagen. In this role, I get to collaborate with the Technical Artists on Graphics Foundation and Lighting teams that are based here in Copenhagen. We work closely with engineers building new features in early development and testing them out for production. We also do a lot of educational outreach work once the features are released at conferences like GDC and SIGGRAPH. My specialization is rigging and technical animation, so I also collaborate a lot with the Animation Team based in Montreal. And I often travel back to my old home in Seattle to meet with the R&D Graphics team leadership. Luckily, I like traveling so it works out well!
我在Unity的职位是哥本哈根R&D Graphics团队的首席技术美术师。 在这个职位上,我将与位于哥本哈根的Graphics Foundation和Lighting团队的技术艺术家合作。 我们与工程师紧密合作,在早期开发中构建新功能并对其进行测试以进行生产。 在GDC和SIGGRAPH之类的会议上发布功能后,我们还将进行大量的教育宣传工作。 我的专业是索具和技术动画,因此我还与蒙特利尔的动画团队进行了很多合作。 而且,我经常回到西雅图的老家,与R&D Graphics团队的领导见面。 幸运的是,我喜欢旅行,因此效果很好!
Where were you before joining Unity?
加入Unity之前,您在哪里?
Previously, I worked as the Rigging Technical Art Lead at Bungie for about 12 years where I contributed to multiple games from the Halo and Destiny series. My work at Bungie was mainly focused on rigging characters and objects for these games and building tools to help animators and 3D artists work more efficiently. It was awesome getting to collaborate with such talented creative people and to share our work with millions of gamers.
在此之前,我曾在Bungie担任索具技术美术总监约12年,在那里我为《光晕与命运》系列的多款游戏做出了贡献。 我在Bungie的工作主要集中在为这些游戏装配角色和对象,以及构建工具来帮助动画师和3D艺术家更有效地工作。 与如此有才华的创造力人士合作,并与数百万游戏玩家分享我们的工作真是太棒了。
What made you decide to work at Unity?
是什么让您决定在Unity工作?
It was a natural next step for me to transition from commercial game development to working here at Unity where our product is a game engine. Here, the animation tools I am helping build are released to millions of creators who will use them to make their own games and real-time 3D experiences of all kinds. This is a constant source of inspiration for me because, in the world of conventional tools, rigging can be very complicated – it requires specialists and takes too much time. With the new tools we are building at Unity I’m able to help make it easier for everyone to create high-quality rigging and animation in their projects. It is so gratifying when I get to hear stories about how people in our community have benefited from the new animation tools and used them in creative ways to tell their stories.
从商业游戏开发过渡到在Unity工作,这是我自然的下一步,我们的产品是游戏引擎。 在这里,我正在帮助构建的动画工具已发布给数百万创建者,他们将使用它们来制作自己的游戏和各种实时3D体验。 这对我来说一直是灵感的源泉,因为在常规工具的世界中,装配可能非常复杂-它需要专家,而且会花费太多时间。 借助我们在Unity上构建的新工具,我可以帮助每个人更轻松地在其项目中创建高质量的装备和动画。 当我听到有关社区中的人们如何从新的动画工具中受益并以创造性的方式使用它们讲述他们的故事的故事时,这真是令人满足。
What’s it like balancing being a parent and working at Unity?
成为父母和在Unity工作要平衡是什么感觉?
It’s really cool being a parent and working at Unity because games are something kids can relate to. A few years ago I sent my son to a game development summer camp where he learned how to make his own games in Unity. He got really inspired and made a bunch of great game prototypes of his own. Now that I work at Unity sometimes my kids like to come into the office and see what I’m working on – actually, I think they mostly like to come here for the free snacks. ;)
成为父母并在Unity工作很酷,因为游戏与孩子们可能相关。 几年前,我送儿子去了一个游戏开发夏令营,在那里他学习了如何在Unity中制作自己的游戏。 他得到了很大的启发,并制作了许多自己的出色游戏原型。 现在,我在Unity工作,有时我的孩子们喜欢去办公室看看我的工作–实际上,我认为他们最喜欢来这里免费吃点心。 ;)
What cool projects have you worked/are you working on?
您从事/从事过哪些很棒的项目?
One of the cool things I worked on at Unity was a research project on real-time motion capture, which I presented at the SIGGRAPH Courses in 2018. I got to personally try out multiple different techniques for authoring motion capture in Unity and evaluated the trade-offs between quality and accessibility. The tools are getting much cheaper and easier to use these days and it’s really fun playing around with this in real-time in the Unity Editor, as you can see in this video called Unity Hybrid Optical/Inertial Mocap Test we made here in the Unity Copenhagen office last year.
我在Unity上做过的很酷的事情之一是关于实时运动捕捉的研究项目,我在2018年的SIGGRAPH课程中介绍了该项目。我亲自尝试了多种不同的技术在Unity中创作运动捕捉并评估了交易情况-在质量和可访问性之间进行折衷。 这些天来这些工具变得更便宜,更容易使用,并且在Unity编辑器中实时玩这些工具真的很有趣,正如您在我们在Unity中制作的名为Unity Hybrid光学/惯性Mocap测试的视频中可以看到的那样去年在哥本哈根办事处。
Tell us about your involvement in Siggraph 2019.
告诉我们您参与Siggraph 2019的情况。
I will be co-presenting a Studio Workshop at this year’s SIGGRAPH to teach Advanced Use Cases of the Animation Rigging Package. It’s a big step forward with the new tools we are releasing in Unity 2019.2 that will make productions a lot more efficient now that they can work directly in the Unity Editor to author new animations. I’m super excited to share this with Unity users and I cannot wait to see the creative things our community can make using the new tools. I will also be hosting a discussion in the SIGGRAPH Educators Forum about teaching VR animation production in Unity based on my work as a teacher at University of Washington in the Animation Capstone program and the UW Reality Lab.
我将在今年的SIGGRAPH上共同举办一个Studio讲习班,以教授“动画索具包”的高级用例 。 我们在Unity 2019.2中发布的新工具向前迈出了一大步,这将使制作更加高效,因为它们可以直接在Unity Editor中工作以创作新的动画。 我非常高兴与Unity用户分享这一点,并且我迫不及待地希望看到我们的社区可以使用新工具做出的创造性工作。 我还将在SIGGRAPH教育者论坛上主持有关在Unity上教授VR动画制作的讨论,该讨论是基于我在华盛顿大学Animation Capstone计划和UW Reality Lab中担任老师的工作。
Have you met any professional milestones at Unity? If so, what?
您在Unity遇到了任何专业里程碑吗? 如果是这样,该怎么办?
The biggest professional milestone I have met so far at Unity is being part of shipping the Animation Rigging package for Unity 2019.1. I was involved as a Technical Artist on this project from the very beginning and I’m super happy with how it turned out. We gave a GDC Developer Days presentation and then we followed up with a post on the Unity blog. Next, we will be presenting about new features for Animation Rigging in Unity 2019.2 at SIGGRAPH. It has been an exciting journey so far and I really enjoy getting to interact with the Unity community in this way.
到目前为止,我在Unity遇到的最大的专业里程碑是为Unity 2019.1发行动画索具包的一部分。 我从一开始就以技术艺术家的身份参与了这个项目,对于结果如何我感到非常满意。 我们给了GDC Developer Days演讲 ,然后我们在Unity博客上发表了一篇文章 。 接下来,我们将在SIGGRAPH上介绍Unity 2019.2中的动画索具的新功能。 到目前为止,这是一段令人兴奋的旅程,我非常喜欢以这种方式与Unity社区进行互动。
What do you enjoy about Unity company culture?
您喜欢Unity公司的文化吗?
What I love most about Unity company culture is that we are so international. I get to work closely with people from all over the world and this is so interesting to me. Here at the Copenhagen office, I have made many new friends from all over Europe. This always makes for an interesting conversation at the lunch table where I get to learn about each of their cultures and views of history and current events. I really appreciate hearing the different perspectives and it helps me understand more about myself too. I made a trip to the Unity office in Singapore a while back and it was really cool to meet a bunch of great folks working there from all over Southeast Asia. And I’m particularly fond of the French Canadian culture in Montreal as I have spent a lot of time working with them on the new animation tools. I feel like this is an important thing, finding ways to work together well with people from different cultures. It’s great that we get to practice this while working at Unity.
我最喜欢Unity公司文化的是,我们是如此国际化。 我开始与来自世界各地的人们紧密合作,这对我来说很有趣。 在哥本哈根办公室,我结识了来自欧洲各地的许多新朋友。 这总是在午餐桌上进行有趣的对话,让我了解他们的每种文化以及对历史和时事的看法。 我真的很高兴听到不同的观点,这也有助于我进一步了解自己。 不久前,我去了新加坡的Unity办公室,很高兴见到一群来自东南亚各地的杰出人士。 我特别喜欢蒙特利尔的加拿大加拿大文化,因为我花了很多时间与他们合作开发新的动画工具。 我觉得这很重要,找到与来自不同文化背景的人良好合作的方式。 我们在Unity工作时可以练习这一点真是太好了。
What would you tell someone considering a career at Unity?
您会告诉某人考虑在Unity工作的消息吗?
For anyone considering a career at Unity, I would say the following: Unity is a place for people who are passionate about what they do. It can be very challenging in this job because we have such a large community who uses Unity in such diverse ways and we need to support all of them as much as possible. This also comes with big rewards because there is a great feeling that comes from helping people become creators. It requires a lot of passion to push through the challenging work and find the best way forward – I’m not going to lie and say it’s easy! But for people like myself, this is very gratifying and I could hardly imagine another place where I could have the same kind of opportunity to help so many people be creative as I do here.
对于任何考虑在Unity工作的人,我会说:Unity是一个对自己的工作充满热情的人的地方。 在这项工作中可能会非常具有挑战性,因为我们有如此庞大的社区,他们以各种方式使用Unity,我们需要尽可能多地支持所有人。 这也带来了丰厚的回报,因为帮助人们成为创作者会给人以极大的感觉。 要完成具有挑战性的工作并找到前进的最佳方法,需要极大的热情–我不会撒谎,说这很容易! 但是对于像我这样的人来说,这是非常可喜的,而且我无法想象另一个地方像我在这里一样可以有同样的机会帮助如此多的人发挥创造力。
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If you’re interested in learning more about opportunities to work with Dave, his team, or at Unity, check out our careers page! We’re hiring!
如果您想了解更多有关与Dave,他的团队或Unity一起工作的机会的信息,请查看我们的职业页面 ! 我们正在招聘!
翻译自: https://blogs.unity3d.com/2019/07/19/faces-of-unity-dave-hunt/
戴夫 卡特勒