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Chris Myers
Character Animator
 
  Chris Myers info  
 

   
  Professional
Experience

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 creating an entire second system for frantic combat.
Evaluated and organized all existing Call of Duty A.I. animations to determine a full            
comprehensive guide that was used as our A.I. Animation Bible for the project.  
• Renamed the entire A.I. system so every animation had a consistent and descriptive name.
Helped to develop the new A.I. poses and was technical director on motion capture
shoots to ensure the new poses were correct and motions were consistent to replace
previous animations.
Manipulated motion capture footage for thousands of A.I. animations and helped to
determine scheduling for the A.I. animation team.

• Placed animations into our proprietary Animation 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 animations that would be
needed. We then directed the motion capture shoots, created the animations with a team of
animators and placed the animations into our proprietary Animation State Machine.
• Point Animator for the Winners Circle Animations that play after multiplayer matches.
Developed the Winners Circle animation concepts with a designer and determined all
transition animations needed to support all weapons transitions to play the animation.
Directed the motion capture shoots for all Winners Circle animations and scheduled other
animators as needed. Worked with our producer to schedule and was responsible for
making sure all animations were delivered on time. Created key frame animation and
manipulated motion 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 animation hires on our pipeline and
tools. Also determined appropriate shots to get them up and running.

Neversoft Entertainment, Woodland Hills, CA
Animator, April. 2008 - Sept. 2014

Call of Duty: Advanced Warfare, 2014
Manipulated motion capture footage for cinematic moments.
Hand key framed facial animation and manipulated performance capture footage
to bring the facial animation to final.
Key frame animation for props and FX.

Call of Duty: Ghosts - Downloadable Content, 2014
Key frame animation for numerous quadruped alien types, vehicles and props.

Call of Duty: Ghosts, 2013
Key frame animation on characters, vehicles, objects and FX animation.
Direct motion capture shoots as needed, act in motion capture shoots, manipulate motion
capture footage for first and third person moments and place in game.
Rigged multiple vehicles and props including tanks and helicopters utilizing soft and rigid
body skinning.
Work directly with scripters and designers to create cinematic moments and place in game.

Guitar Hero: Warriors of Rock, 2010
Helped to develop the unique motion of Ampzilla (50 Foot Monster Robot!) and used motion
capture and key frame animation to bring this character to life.
Key frame animation for Pet Lou and Mii for purchase on X-Box live.
Created in-game loops and cinematic moments using motion capture and key
frame animation.

Guitar Hero 5, 2009
One of two animators updating the Guitar Hero "drumbot" animation system.
In-game loops and cinematic moments using motion capture and key
frame animation.

Band Hero, 2009
Key frame encore cinematic moments involving props and characters.
In-game loops and cinematic moments using motion capture and key
frame animation.

Guitar Hero: Metallica, 2009
Worked directly with drummer Lars Ulrich of Metallica in motion capture shoots and
manipulated this footage for full motion capture songs and helped create a Lars "Drumbot"   animation system.
In-game loops and cinematic moments using motion capture and key
frame animation.

Guitar Hero: World Tour, 2008
One of two animators to work on the Guitar Hero "drumbot" animation system. This
drummer system was updated on the next four consecutive shipped games and
consisted of hundreds of additive and blending animations.
In-game loops and cinematic moments using motion capture and key
frame animation.

Walsh Family Media, Brooklyn, NY
Freelance Animator, Nov. 2007 - Sept. 2010
Remote freelance character animator on multiple shots and characters for the feature film
"The Cool Beans: We Need A Hit."

D61 Video Productions, Savannah, GA
Motion Graphics Artist, Oct. 2003 - April 2008

Handled all aspects of character animation and incorporated characters and 3D graphics into
production pipeline. Designed and created motion graphics.


Architechnology, Inc., Cincinnati, OH
Animation/New Media Designer, June 1999 - Aug. 2003
Animated characters, vehicles and props for productions and performed rigging, lighting and
texturing duties as needed. Provided training and technical support for multiple 3d programs.

 
 
Software


Maya, 3ds Max, Motion Builder, Rayfire, Perforce, Slick Edit, After Effects, Photoshop, Illustrator, Flash, Dreamweaver

 
 
Education


Master of Fine Arts in Animation, Dec. 2007
Savannah College of Art and Design

Bachelor of Fine Arts in Graphic Design, May 1999
Art Academy of Cincinnati

 
  References Available upon request