Chris Myers
Animation Director
818.257.2956 / stuff@chrismyers3d.com / www.chrismyers3d.com
PROFESSIONAL EXPERIENCE
Animation Director: Dune, Funcom, Raleigh, NC, Jan 2020 – Present
- Animation Director leading the Dune animation teams at all 3 of our Funcom studios – North Carolina, Oslo Norway and Lisbon Portugal.
- Developed workflows and strategies to keep the team unified and integrated at all three locations.
- Experience working with cultures from around the world and providing a healthy work/life balance.
- Provide monthly 1-on-1s with the team to check in on their overall quality of life and/or concerns.
- Run yearly performance reviews and discuss career paths and development.
- Member of the core hiring team responsible for hiring multi-disciplinary applicants for all studios.
- Directed our Technical Animator’s proprietary tools for Maya and MotionBuilder that created our core animation pipeline.
- Developed a proprietary weapon pipeline that allows animators to share animations based on a weapon class as opposed to creating unique animations for every asset.
- Currently working with Animation Programmers and Senior Animators to take Funcom’s Unreal pipeline and workflow into the future with next generation AAA assets.
- Directing motion capture shoots with talent on site and over video.
- Lead our animation team in developing our 5 tier animation definitions. These guidelines describe what stage an animation is in and at what stages it needs to be approved.
- Pitched the animation aesthetic and created an Animation Style Video that showcased the style of animation we are using in Dune.
- Critique and final approval of all animations.
- Creating animations for characters and creatures using hand key animation and motion capture.
Lead Animator: Codename Mallard, Funcom, Raleigh, NC, March 2018 – Jan 2020
- Lead the animation team at two different Funcom studios – North Carolina and Lisbon Portugal.
- Organized and planned the entire animation pipeline. This included leading animators, Technical Animators and Technical artists on the creation of our proprietary tools to support our pipeline.
- Developed and documented our workflow of getting animation from 3DS Max to Unreal. Taught and documented setting up our basic animation pipeline in Unreal – Blend Spaces, State Machines, Animation Graphs, Event Graphs, Animation Montages, Slote Nodes, Casting Nodes.
- Established the animation aesthetic and created an Animation Style Video that showcased good and bad examples of what our animation style goals were in the game.
- Critiqued all animators work on all aspects of animation and had final approval.
- Gave animation estimates for myself and the team and planned out the animation schedule from two-week sprints to long term goals.
- Certified Scrum Master Class in 2019.
- Worked with outsourcing studios on their animation goals and critiqued their animations.
Senior Animator: Call of Duty: Modern Warfare (2019), Infinite Warfare (2016) Infinity Ward, Woodland Hills, CA, Sept. 2014 – March 2018
- Point Animator for human based A.I. systems.
- Played a major role i n 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 that created the Call of Duty Dynamic Pain System.
- Point Animator for the Winners Circle Animations that play after multiplayer matches.
- Directed the motion capture shoots for all Winners Circle animations and scheduled other animators as needed. Was responsible for making sure all animations were delivered on time.
Animator: Call of Duty: Advanced Warfare (2014), Call of Duty: Ghosts (2013) Neversoft, Woodland Hills, CA, Sept. 2010 – March 2013
- Manipulated motion capture footage for cinematic and in-game moments.
- Created hand key facial animation and manipulated performance capture footage to bring the facial animation to final.
- Key framed animations for numerous quadruped alien types, props and FX.
Animator: Guitar Hero: Warriors of Rock (2010), Guitar Hero: 5 (2009), Band Hero (2009), Guitar Hero: Metallica (2009), Guitar Hero World Tour (2008)
Neversoft, Woodland Hills, CA, April. 2008 – Sept. 2010
- Created key frame animation and worked with motion capture data on in-game and cinematics.
- 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.
- Responsible for updating the Guitar Hero “drumbot” animation system with limited resources.
- 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.
SOFTWARE
Maya, MotionBuilder, 3ds Max, Rayfire, After Effects, Premier, S yncsketch, S lick Edit, Photoshop, Perforce, Jira, Confluence
EDUCATION
Master of Fine Arts i n Animation, Dec. 2007. Savannah College of Art and Design
Bachelor of Fine Arts i n Communication Design, May 1999. Art Academy of Cincinnati