emailkris.terhurne@yahoo.com
resumeresume.pdf

Kris Terhurne

TECHNICALARTIST

I've spent 14 years in games doing character tech — cloth, hair, rigging, and the tools that keep them running under a production deadline. Character physics on three Call of Duty titles. Cloth simulation on Mafia III and all its DLCs. The cloth and hair pipeline for WWE 2K19.

Technical Art Manager14 years in the AAA, AA, Mobile video game industry. Most recently Senior Manager of Character Technical Art at Obsidian Entertainment, leading a team of 11 through Avowed and The Outer Worlds 2. Previously Sledgehammer Games, Visual Concepts, Hangar 13, Kixeye, and Goko. BFA in Animation & Visual Effects, Academy of Art University.

SHIPPED GAMES

Thirteen shipped titles, 2012 through 2025.

TOOLS

Two tools, both usable. The Maya one downloads as a .py; nodeSmith has its own page.

CLOTH SIMULATION

Click any thumbnail to watch the sim in action.

This cloth asset shows how the cloth reacts to the player collision capsule and shot collisions: Environment Cloth Clothesline

I also worked on the cloth physics for the cinematics in Mafia III and all DLCs:

Thanks to IGN: Mafia III Cinematic

Thanks to MKIceAndFire: Mafia III Sign of the Times DLC

Thanks to Gamer's Little Playground: Mafia III Faster Baby DLC, Mafia III Stones Unturned

RIGGING

Dynamic nHair-driven joint chains for cape, loin cloth, and hair — simulated motion baked to FK controls for animators to polish, plus creature and character rig demos.

NHAIR DYNAMIC JOINT CHAIN

Building an nHair dynamic joint chain that can be manipulated in real time using a simple expression.

MODELS

Maya, ZBrush, Photoshop. Click a thumbnail to view full size.