Tanja Bekker
2d, 3d animation, 3d modelling, texturing, rigging, rendering
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about me
After completing my training as an animator at the Willem de Kooning academy, I have been a 2d/3d Artist/Animator since September 2011. I have 2 years of work experience in creating characters/assets/animations for mobile app games and animation films. Now I am looking for a new challenging job/assignment in the game/animation/film sector. For more information, please visit my website:

www.cubicated.nl

remarks
I am versatile and eager to learn, I like to work out an idea / concept well before I start production. I work transparently and I am technically strong. For example, for 3d productions I like to make my rigs (including facial rigs) myself. In addition, I am a fast modeller.

I combine my animation/creations with my own composed music like at Bitman http://vimeo.com/9980468

trackrecord
Games:
- Fizz! (3d assets/art)
- Crimson Harvest (2d/3d art, animation and music)
- Kids WorkZ (2d art, avatar art)
- Lokomania (2d, 3d art and animation)
- Taste the rainbow (2d art/ animation)

Lokomania. This was a game commissioned by the game company Insane and a large energy company. In addition, I also participated in the Gamemash of the DGA in April together with other students with the game Taste the rainbow. I made the avatar for this game. Lokomania won the Hogeschool innovation award 2010 and Taste the rainbow won the DGA award 2011.

awards
- Lokomania won the Hogeschool innovation award 2010
- Taste the rainbow won the DGA award 2011
- 3rd prize in the category Cartoon with the Pen as a Companion Contest.

hardware knowledge
Windows, Mac

software knowledge
• Adobe Audition
• Adobe Dreamweaver
• Adobe After Effects
• Adobe Flash
• Adobe Photoshop
• Adobe Première
• Autodesk Maya
• Autodesk Mudbox
• Adobe Soundbooth
• Final Cut
• Logic Pro
• Magix Music Maker
• Monky Jam
• Propellorhead Reason
• Toonboom
• Unity 3d

discipline
Animation, Internet film, Experimental

Tanja Bekker
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2d, 3d animation, 3d modelling, texturing, rigging, rendering