Resume

Objective
To work with video game industry leaders, applying my talent and experience as a gameplay animator to high quality titles, in addition to broadening my skills and knowledge in a collaborative environment.

Key Skills 
Animation
Specialize in gameplay animation with knowledge of camera techniques.

Design
Collaborate with designers and programmers to establish content needs and implementation plan.

Scripting
Manipulate character scripts in order to adjust animation and gameplay experience.

Software
3D Studio Max
Maya
Photoshop

Experience 
Next Level Games, Vancouver, BC
January 2005 – June 2011

Gameplay Animator
 
 Unannounced Nintendo Title [2011]
 
  • Responsible for the animation of various characters

Captain America: Super Soldier  [2010 – 2011]
  • Responsible for animating the majority of Captain America’s gameplay animations 
  • Animated the bulk of gameplay for all other characters (i.e. bosses and enemies) 
  • Majority of characters created by using keyframe animation as well as some motion capture 
  • Involved in brainstorming and creation of low-level fight design 
  • Basic implement of moves through character scripts 
  • Tuned character scripts (i.e. start frame, blend amounts, time scale, transitions, etc.) 
  • Animated camera tuning for special attacks (i.e. start frame, end frame, blend in, blend out, etc.) 

Ghost Recon Wii [2009 – 2010] 
  • Responsible for animating the majority of characters (i.e. playable characters and enemies) 
  • Most of the characters created by using keyframe animation as well as some motion capture 
  • Involved in brainstorming and creation of  low-level gameplay design 
  • Tuned character scripts (i.e. start frame, blend amounts, time scale, transitions, etc.)

Punch-Out!! [2008 – 2009] 
  • Involved in fight design, by establishing character personality and gameplay flow and patterns 
  • Animated a variety of boxers including, Von Kaiser, Don Flamenco, Piston Hondo, Bald Bull, and Donkey Kong 
  • All characters created by using keyframe animation 
  • Tuned character scripts (i.e. start frame, blend amounts, time scale, transitions, etc.)

Spider-Man: Friend or Foe [2006 – 2007] 
  • Keyframed a variety of enemies and playable characters.

Unreleased Vs. Fighter [2005 – 2006] 
  • Manipulated motion capture to create exaggerated movement and attacks.


Education
Art Institute of Vancouver
Digital Animation Masters Program
2003-2005 

References
“I've worked with Chris since he started here at Next Level Games in 2005. He is a very easy to work with and is an extremely talented animator. I've always been able to leverage Chris' technical abilities to accomplish some of the more difficult gameplay goals, like multiple linked character interactions.

I would not pass up the chance to work with Chris again in the future and I know he'll make a great addition to any game developer out there.” May 19, 2011
Jeff King, Lead Gameplay Animator / Lead Gameplay Designer, Next Level Games
managed Chris at Next Level Games

Additional references available upon request.