Autumn Palfenier
Animation Lead at Cyan- Claim this Profile
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Bio
Marcus Lehto
Autumn joined V1 right in the height of production on Disintegration and adapted to the production of our game and the team like a true professional. Her work is stellar and her ability to communicate, learn, and support the team around her are all simply amazing. She also continued to learn and grow as an animator while at V1 and always impressed me with her desire to delve deeper into the technical underbelly of the Unreal engine and our code to really mesh great animation with the advanced tools we had available to us. I highly recommend Autumn for any studio wanting an animator capable of driving fantastic work and being a great person to work with.
Bernard Yee
Autumn was a critical part of our team's work to bring reactive characters to VR -- she was part of an animation team that really led exploration on three different projects to build high fidelity characters to the Oculus Quest. Her work really speaks for itself, they've literally moved people to tears and are part of the highest rated app on the Quest store today. She's been a fantastic collaborator, easy to give feedback to, immersed in the product; any team would be lucky to have her.
Marcus Lehto
Autumn joined V1 right in the height of production on Disintegration and adapted to the production of our game and the team like a true professional. Her work is stellar and her ability to communicate, learn, and support the team around her are all simply amazing. She also continued to learn and grow as an animator while at V1 and always impressed me with her desire to delve deeper into the technical underbelly of the Unreal engine and our code to really mesh great animation with the advanced tools we had available to us. I highly recommend Autumn for any studio wanting an animator capable of driving fantastic work and being a great person to work with.
Bernard Yee
Autumn was a critical part of our team's work to bring reactive characters to VR -- she was part of an animation team that really led exploration on three different projects to build high fidelity characters to the Oculus Quest. Her work really speaks for itself, they've literally moved people to tears and are part of the highest rated app on the Quest store today. She's been a fantastic collaborator, easy to give feedback to, immersed in the product; any team would be lucky to have her.
Marcus Lehto
Autumn joined V1 right in the height of production on Disintegration and adapted to the production of our game and the team like a true professional. Her work is stellar and her ability to communicate, learn, and support the team around her are all simply amazing. She also continued to learn and grow as an animator while at V1 and always impressed me with her desire to delve deeper into the technical underbelly of the Unreal engine and our code to really mesh great animation with the advanced tools we had available to us. I highly recommend Autumn for any studio wanting an animator capable of driving fantastic work and being a great person to work with.
Bernard Yee
Autumn was a critical part of our team's work to bring reactive characters to VR -- she was part of an animation team that really led exploration on three different projects to build high fidelity characters to the Oculus Quest. Her work really speaks for itself, they've literally moved people to tears and are part of the highest rated app on the Quest store today. She's been a fantastic collaborator, easy to give feedback to, immersed in the product; any team would be lucky to have her.
Marcus Lehto
Autumn joined V1 right in the height of production on Disintegration and adapted to the production of our game and the team like a true professional. Her work is stellar and her ability to communicate, learn, and support the team around her are all simply amazing. She also continued to learn and grow as an animator while at V1 and always impressed me with her desire to delve deeper into the technical underbelly of the Unreal engine and our code to really mesh great animation with the advanced tools we had available to us. I highly recommend Autumn for any studio wanting an animator capable of driving fantastic work and being a great person to work with.
Bernard Yee
Autumn was a critical part of our team's work to bring reactive characters to VR -- she was part of an animation team that really led exploration on three different projects to build high fidelity characters to the Oculus Quest. Her work really speaks for itself, they've literally moved people to tears and are part of the highest rated app on the Quest store today. She's been a fantastic collaborator, easy to give feedback to, immersed in the product; any team would be lucky to have her.
Experience
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Cyan
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United States
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Computer Games
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1 - 100 Employee
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Animation Lead
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Apr 2021 - Present
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V1 Interactive, Inc.
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United States
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Entertainment Providers
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Animator
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Dec 2019 - Mar 2021
- Cinematic animation for "Disintegration" - Shot and polished motion capture with in-house Vicon system, Shogun and Motionbuilder - Implemented cinematics using UE4's sequencer - Prototype work building player AnimBP and AnimGraph in UE4 - Cinematic animation for "Disintegration" - Shot and polished motion capture with in-house Vicon system, Shogun and Motionbuilder - Implemented cinematics using UE4's sequencer - Prototype work building player AnimBP and AnimGraph in UE4
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Oculus VR
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United States
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Computers and Electronics Manufacturing
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400 - 500 Employee
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Animator
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Aug 2017 - Aug 2019
- Key-frame animation for first-party experiences on Oculus Quest, "First Steps" and "Bogo" - Determined best practices when animating highly interactive VR characters for player comfort - Prototyped character interactions for VR that leverage features of new Oculus hardware - Developed motion capture pipeline for in-house prototyping - Key-frame animation for first-party experiences on Oculus Quest, "First Steps" and "Bogo" - Determined best practices when animating highly interactive VR characters for player comfort - Prototyped character interactions for VR that leverage features of new Oculus hardware - Developed motion capture pipeline for in-house prototyping
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Undead Labs
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United States
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Computer Games
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1 - 100 Employee
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Animator
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Feb 2017 - Aug 2017
- Character animation for "State of Decay 2" - Polished motion capture data for gameplay and cinematic animations - Implemented animation assets and cinematic sequences - Character animation for "State of Decay 2" - Polished motion capture data for gameplay and cinematic animations - Implemented animation assets and cinematic sequences
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Freelance
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Greater Seattle Area
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Animator
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Jan 2014 - Jan 2017
- Worked with clients to bring short-term game and animation projects to life - Pre-visualization: storyboarding, character design, and environment illustration - 2D Motion Graphics: character animation, camera layout, and effects - 3D Animation Production: modeling, animation, rigging, lighting, and rendering - Worked with clients to bring short-term game and animation projects to life - Pre-visualization: storyboarding, character design, and environment illustration - 2D Motion Graphics: character animation, camera layout, and effects - 3D Animation Production: modeling, animation, rigging, lighting, and rendering
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King Bling Interactive
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Greater Seattle Area
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Lead Artist
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Oct 2014 - Jul 2016
- Concept art, user interface, layout, and animation for "King Bling's Casino" mobile game - Core part of overall game design, visual design, and story development - Designed and built user interface - Animated special effects and transition graphics for slot machines - Concept art, user interface, layout, and animation for "King Bling's Casino" mobile game - Core part of overall game design, visual design, and story development - Designed and built user interface - Animated special effects and transition graphics for slot machines
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Airtight Games
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Redmond, Washington
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Animator
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Jan 2013 - Dec 2013
- Authored cinematics for "Murdered: Soul Suspect" - Key-framed camera, face, and hand performances - Ran mocap sessions, then cleaned-up and polished animation data - Organized and orderd animation takes from external motion capture studio - Authored cinematics for "Murdered: Soul Suspect" - Key-framed camera, face, and hand performances - Ran mocap sessions, then cleaned-up and polished animation data - Organized and orderd animation takes from external motion capture studio
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ArenaNet LLC
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United States
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Computer Games
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200 - 300 Employee
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Junior Animator
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Sep 2009 - Sep 2012
- Key-frame character animation for "Guild Wars 2"- Secondary animation for hair, clothing, and equipment- Ran mocap sessions, then cleaned-up and polished animation data- Scripted realtime cinematics using custom engine and editor
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Environment Art Internship
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Oct 2008 - Sep 2009
- Modeled and textured environment props and player weapons- Created LODs and collision meshes for environment props and architecture- Learned custom production tools for implementing assets in custom game engine
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DigiPen Institute of Technology
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United States
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Higher Education
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300 - 400 Employee
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Summer Workshops Animation Instructor
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May 2008 - Aug 2008
- Taught animation principles and 3DStudio Max software to high school students over 2 weeks - Developed classroom presentations, examples, and exercises - Put together screening of student work for parents at the end of each session - Taught animation principles and 3DStudio Max software to high school students over 2 weeks - Developed classroom presentations, examples, and exercises - Put together screening of student work for parents at the end of each session
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Education
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DigiPen Institute of Technology
BFA, Animation