Available to hire
I’m Steve Krone, a Senior Lead Technical Artist and Animator with extensive experience crafting immersive VR experiences and interactive simulations for naval training and defense applications. I specialize in rigging, pipeline development, and cross-disciplinary collaboration, leveraging tools like Maya, Blender, Unity, and Unreal to deliver high-quality assets within budget.
I enjoy mentoring teams, optimizing asset workflows, and bridging art and engineering to create engaging, reliable training solutions that empower users and stand up to real-world use.
Experience Level
Expert
Expert
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Intermediate
Language
English
Fluent
Work Experience
Senior Lead Technical Artist and Animator at U.S. Navy
January 1, 2009 - December 31, 2024Led the development of 3D training assets, including NPC characters with rigged animations to simulate task success/failure scenarios. Built and textured a Q-20C Minehunting Sonar Vessel and attachable assets within a strict low-budget framework. Created near-deck research lab environments with textured assets for naval training, enabling interactive gear with rigging and mechanical interfaces. Implemented IK-based character animation for interactive tasks and collaborated with cross-functional teams to ensure asset integration into VR training workflows.
Technical Artist at Huntington Ingalls Industries
January 1, 2024 - December 31, 2026Created and textured 3D naval assets and interactive machinery for training scenarios under low-budget constraints. Built and textured below-deck research facilities and gear-driven components, enabling interactive cable guards, machine locks, and openable mechanical interfaces. Supported rigging, bone animation, and asset integration for VR-based naval training, leveraging established pipelines across Unity/Unreal environments.
Senior Lead Technical Artist and Animator at Huntington Ingalls Industries
January 1, 2024 - January 1, 2026Led development of VR training assets for naval systems. Created NPC characters with rigged animation and interactive mechanics (gear roll-outs, openable interfaces) for VR scenarios. Implemented IK-driven animation systems and bone rigs to drive equipment on deck and below deck. Produced low-budget, textured assets and integrated them into Unity/Unreal pipelines to simulate tasks such as loading/unloading the Leonardo OTO Melara 76 mm cannon. Collaborated with engineering teams to ensure asset performance and modularity, documented workflows, and supported QA with iterative feedback. Focused on interactive machinery, asset reuse, and scalable workflows within a defense/shipbuilding VR training context.
Senior Lead Technical Artist and Animator at DiSTI
January 1, 2009 - January 1, 2024Led VR training and interactive asset development for naval contexts, including rigged NPCs, interactive machinery interfaces, and vessel/lab assets. Delivered low-budget, high-impact visuals and animation pipelines for complex equipment scenarios, collaborating across disciplines to ensure immersive and functional training experiences.
Education
Bachelors at UCF
February 28, 1988 - February 28, 1993Qualifications
3d instructor at ITT Technical Institute
February 28, 2001 - February 28, 2003Industry Experience
Government, Gaming, Other, Media & Entertainment, Software & Internet, Manufacturing
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
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