Daniel Moore
Resume
Work Experience
Senior Animator - SAIC Corporation - Huntsville, AL
July 2019 - Present
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Utilize hand-key and mo-cap data for an unannounced title using Unreal Engine 4.
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Critique other animators' work to keep a consistent level of quality and style
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Initiated effort to set up improved animation pipeline and best workflow practices.
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Work closely with designers and other artists to achieve the best possible game experience.
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Created animation master list for all animations in game, including complex cover and vault/mantle systems.
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Created naming conventions for all animations in game.
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Created detailed time estimates for all animations in game.
Senior Animator - Hi-Rez Studios - Alpharetta, GA
December 2018 - June 2019
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Utilize hand-key and mo-cap data for an unannounced title using Unreal Engine 4.
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Critique other animators' work to keep a consistent level of quality and style.
Animator - Blizzard Entertainment - Irvine, CA
September 2017 - October 2018
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Hand-key animate a wide variety of humanoids and creatures.
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Import and export animations into the WoW engine.
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Test animations in-game to assure proper functionality.
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Review other animators' work to make sure appropriate art style is maintained.
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Continually try to push the World of Warcraft style to 11.
Animator - Sledgehammer Games - Foster City, CA
January 2017 - August 2017
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Retarget, clean up, and edit raw motion capture data to fit within strict metrics and timing.
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Set up scenes, export and test in-game animations to preserve and push animation quality.
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Direct motion capture actors to capture data to fit the needs of my team's animations.
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Work closely with designers and other artists to achieve the best possible game experience.
Contract Animator - Strength in Numbers Studios - Lansing, MI
May 2016 - September 2016
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Animate characters for a third-person combat game using Unreal Engine.
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Instruct and critique junior members of the animation team to bring the overall quality of work to a new level.
Animator - Stardock Corporation - Plymouth, MI
February 2014 - April 2016
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Animate all characters, buildings and props for in-game or cinematic purposes.
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Set up and rig characters, buildings and props for in-game or cinematic purposes.
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Work with others to critique and maintain the integrity and quality of work from concept to finish.
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Create and maintain structure for artist files and game assets.
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Learned rigging to help fill skill gap in the company and to keep up with the schedule of production.
Contract Animator - Stardock Corporation - Plymouth, MI
November 2013 - February 2014
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Animate from home as a contractor. Mainly character animations for PC title (Sorcerer King).
Animator - Rocket City Studios - Huntsville, AL
October 2011 - May 2013
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Animate all characters (humanoid, multi-legged/unusual monsters), weapons and props.
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Work with other animators to critique and bring animations together to match styles, meet deadlines and bring the most fun possible to the game.
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Assign deadlines to in-house and contracted animators and make sure that they are completed in a timely manner.
Animator - Torn Banner Studios - Toronto, Canada
October 2010 - May 2012
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Animate all characters, weapons, props and vehicles for Chivalry: Medieval Warfare.
Projects
Shipped Titles
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World of Warcraft: Battle for Azeroth
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Call of Duty: WWII
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Tuebor
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Galactic Civilizations III
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Sorcerer King
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Second Chance Heroes
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Chivalry: Medieval Warfare
Upcoming Projects
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Rogue Company from Hi-Rez Studios
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World of Warcraft: Shadowlands
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Two unannounced titles from Stardock Corporation
Education
Animation Mentor - Diploma in Advanced Character Animation Studies
Graduated March 2010
Learned and mentored under industry professionals.
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Marlon Nowe - Disney Animation Studios
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Bryan Engram - REEL FX
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Joe Mandia - Sony Online Entertainment
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Marek Kochout - Dreamworks Animation
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Chad Sellers - Disney Animation Studios
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Dave Burgess - Dreamworks Animation
Full Sail Real World Education - Associate of Science Degree in Computer Animation
Graduated March 2006