chris myers resume 2017infinity ward, woodland hills, ca senior animator, sept. 2014 - present call...

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Infinity Ward, Woodland Hills, CA Senior Animator, Sept. 2014 - Present Call of Duty: Infinite Warfare, 2016 • Point Animator for human based A.I. systems. • Played a major role in the complete re-working of the A.I. system which consisted of replacing all current A.I. and also crea�ng an en�re second system for fran�c combat. • Evaluated and organized all exis�ng Call of Duty A.I. anima�ons to determine a full comprehensive guide that was used as our A.I. Anima�on Bible for the project. • Renamed the en�re A.I. system so every anima�on had a consistent and descrip�ve name. • Helped to develop the new A.I. poses and was technical director on mo�on capture shoots to ensure the new poses were correct and mo�ons were consistent to replace previous anima�ons. • Manipulated mo�on capture footage for thousands of A.I. anima�ons and helped to determine scheduling for the A.I. anima�on team. • Placed anima�ons into our proprietary Anima�on State Machine and script files. • Part of a two person team to create a new Call of Duty Dynamic Pain System. We took this from sketching out the system on the whiteboard to a full list of anima�ons that would be needed. We then directed the mo�on capture shoots, created the anima�ons with a team of animators and placed the anima�ons into our proprietary Anima�on State Machine. • Point Animator for the Winners Circle Anima�ons that play a�er mul �player matches. • Developed the Winners Circle anima�on concepts with a designer and determined all transi�on anima�ons needed to support all weapons transi�ons to play the anima�on. • Directed the mo�on capture shoots for all Winners Circle anima�ons and scheduled other animators as needed. Worked with our producer to schedule and was responsible for making sure all anima�ons were delivered on �me. Created key frame anima�on and manipulated mo�on capture footage. Worked with code to explain and determine new tech needed to achieve updated features. • Trained new talent ranging from contract to new senior anima�on hires on our pipeline and tools. Also determined appropriate shots to get them up and running. Neverso� Entertainment, Woodland Hills, CA Animator, April. 2008 - Sept. 2014 Call of Duty: Ghosts, 2013 • Key frame anima�on on characters, vehicles, objects and FX anima�on. • Direct mo�on capture shoots as needed, act in mo�on capture shoots, manipulate mo�on capture footage for first and third person moments and place in game. • Rigged mul�ple vehicles and props including tanks and helicoptors u�lizing so� and rigid body skinning. • Work directly with scripters and designers to create exci�ng moments and place in game. Guitar Hero: Warriors of Rock, 2010 • Helped to develop the unique mo�on of Ampzilla (50 Foot Monster Robot!) and used mo�on capture and key frame anima�on to bring this character to life. • Key frame anima�on for Lou Pet and Mii for purchase on X-Box live. • In-game loops and cinema�c moments using mo�on capture and key frame anima�on. Guitar Hero 5, 2009 • One of two animators upda�ng the Guitar Hero “drumbot” anima�on system. • In-game loops and cinema�c moments using mo�on capture and key frame anima�on. *con�nued on page 2 Call of Duty: Ghosts - Downloadable Content, 2014 • Key frame anima�on for numerous quadraped alien types, vehicles and props. Professional Experience 25 35 3 26 Chris Myers Character Animator Page 1 of 2 [email protected] www.chrismyers3d.com 818.257.2956

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Page 1: chris myers resume 2017Infinity Ward, Woodland Hills, CA Senior Animator, Sept. 2014 - Present Call of Duty: Infinite Warfare, 2016 • Point Animator for human based A.I. systems

Infinity Ward, Woodland Hills, CASenior Animator, Sept. 2014 - Present

Call of Duty: Infinite Warfare, 2016 • Point Animator for human based A.I. systems. • Played a major role in the complete re-working of the A.I. system which consisted of • replacing all current A.I. and also crea�ng an en�re second system for fran�c combat. • Evaluated and organized all exis�ng Call of Duty A.I. anima�ons to determine a full • comprehensive guide that was used as our A.I. Anima�on Bible for the project. • Renamed the en�re A.I. system so every anima�on had a consistent and descrip�ve name.• Helped to develop the new A.I. poses and was technical director on mo�on capture • shoots to ensure the new poses were correct and mo�ons were consistent to replace • previous anima�ons.• Manipulated mo�on capture footage for thousands of A.I. anima�ons and helped to • determine scheduling for the A.I. anima�on team.• Placed anima�ons into our proprietary Anima�on State Machine and script files. • Part of a two person team to create a new Call of Duty Dynamic Pain System. We took this • from sketching out the system on the whiteboard to a full list of anima�ons that would be• needed. We then directed the mo�on capture shoots, created the anima�ons with a team of• animators and placed the anima�ons into our proprietary Anima�on State Machine. • Point Animator for the Winners Circle Anima�ons that play a�er mul�player matches. • Developed the Winners Circle anima�on concepts with a designer and determined all• transi�on anima�ons needed to support all weapons transi�ons to play the anima�on.• Directed the mo�on capture shoots for all Winners Circle anima�ons and scheduled other• animators as needed. Worked with our producer to schedule and was responsible for• making sure all anima�ons were delivered on �me. Created key frame anima�on and• manipulated mo�on capture footage. Worked with code to explain and determine new tech• needed to achieve updated features. • Trained new talent ranging from contract to new senior anima�on hires on our pipeline and• tools. Also determined appropriate shots to get them up and running. Neverso� Entertainment, Woodland Hills, CAAnimator, April. 2008 - Sept. 2014

Call of Duty: Ghosts, 2013• Key frame anima�on on characters, vehicles, objects and FX anima�on. • Direct mo�on capture shoots as needed, act in mo�on capture shoots, manipulate mo�on capture footage for first and third person moments and place in game.• Rigged mul�ple vehicles and props including tanks and helicoptors u�lizing so� and rigid body skinning. • Work directly with scripters and designers to create exci�ng moments and place in game.

Guitar Hero: Warriors of Rock, 2010• Helped to develop the unique mo�on of Ampzilla (50 Foot Monster Robot!) and used mo�on capture and key frame anima�on to bring this character to life.• Key frame anima�on for Lou Pet and Mii for purchase on X-Box live. • In-game loops and cinema�c moments using mo�on capture and key frame anima�on.

Guitar Hero 5, 2009• One of two animators upda�ng the Guitar Hero “drumbot” anima�on system.• In-game loops and cinema�c moments using mo�on capture and key frame anima�on.

*con�nued on page 2

Call of Duty: Ghosts - Downloadable Content, 2014• Key frame anima�on for numerous quadraped alien types, vehicles and props.

Professional Experience

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Chris MyersCharacter AnimatorPage 1 of 2

[email protected]

818.257.2956

Page 2: chris myers resume 2017Infinity Ward, Woodland Hills, CA Senior Animator, Sept. 2014 - Present Call of Duty: Infinite Warfare, 2016 • Point Animator for human based A.I. systems

Neverso� Entertainment, Woodland Hills, CAAnimator, April. 2008 - Sept. 2014

Band Hero, 2009 • Key frame encore cinema�c moments involving props and characters. • Created in-game loops and cinema�c moments using mo�on capture and key frame anima�on.

Guitar Hero: Metallica, 2009 • Worked directly with drummer Lars Ulrich of Metallica in mo�on capture shoots and manipulated this footage for full mo�on capture songs and helped create a Lars “Drumbot” anima�on system. • In-game loops and cinema�c moments using mo�on capture and key frame anima�on.

Guitar Hero: World Tour, 2008 • One of two animators to work on the Guitar Hero “drumbot” anima�on system. This drummer system was updated on the next four consecu�ve shipped games and consisted of over 100 addi�ve and blending anima�ons. • Created in-game loops and cinema�c moments using mo�on capture and key frame anima�on. Walsh Family Media, Brooklyn, NYFreelance Character Animator, Nov. 2007 - Sept. 2010Remote freelance character animator on mul�ple shots and characters for the feature film “The Cool Beans: We Need A Hit.”

D61 Video Produc�ons, Savannah, GAMo�on Graphics Ar�st, Oct. 2003 - April 2007Handled all aspects of character anima�on and incorporated characters and 3D graphics into produc�on pipeline. Designed and created mo�on graphics.

Architechnology, Inc., Cincinna�, OHAnima�on/New Media Designer, June 1999 - Aug. 2003Animated characters, vehicles and props for produc�ons and performed rigging, ligh�ng and texturing du�es as needed. Provided training and technical support for mul�ple 3d programs.

Maya, 3ds Max, Mo�on Builder, Rayfire, Perforce, Slick Edit, A�er Effects, Photoshop, Illustrator, Flash, Dreamweaver

Master of Fine Arts in Anima�on, Dec. 2007. Savannah College of Art and DesignBachelor of Fine Arts in Graphic Design, May 1999. Art Academy of Cincinna�

Professional Experience(con�nued)

So�ware

Educa�on

1

7

4

2

47

41

43

37 25

31

29

27

3335

71

3

5

9

11

13

15

17

19

21

23

2526

39

45

49

51

53

55

57

59

61

63

65

67

69

Chris MyersCharacter AnimatorPage 2 of 2

[email protected]

818.257.2956