Avi Yeyni
Lead Narrative Animator at Infinity Ward- Claim this Profile
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Bio
Erica Pinto
I’ve had the pleasure of working with Avi as his lead during his time on "God of War" at Santa Monica Studio. This was his first AAA title, and he showed a great willingness to take on any task thrown at him. He quickly fit in among even the more veteran animators on our team. He eagerly participated in all aspects of the cinematics production pipeline, including previsualization and layout, motion capture assembly and cleanup, hand-keyed animation and polish, as well as the technical aspects of integration into the game engine. When we started considering incorporating MotionBuilder into our workflow, Avi was an early adopter and quickly learned to harness it as a powerful tool in his animation artillery. Avi was very proactive in collaborating with other departments to ensure cinematics flowed seamlessly in and out of gameplay. He did not hesitate to reach out to level design, combat design, character tech art, tech design, camera, audio and environment art to make sure everyone was on the same page. Avi is keen to keep our department organized, informed, and on task. He created and updated spreadsheets and documents for tracking progress and needs for the narrative team. He regularly requested reviews and task lists for his own work, and participated in peer reviews of animations during walkarounds. During my maternity leave, he took on several of my lead responsibilities alongside one of the other senior animators, and helped ensure that the narrative animation department continued to function smoothly in my absence. Overall, Avi went far above and beyond the responsibilities of an animator and showed strength in leadership and organization. His assistance throughout pre-production and production was invaluable to me and my team, and I know he would be a great asset to any game studio.
Andy Van Dalsem
Avi is practically a one man art department. He is exceptionally fast, efficient and good at what he does, which is just about everything. On Record Run he handled all character modelling, rigging (including facial morphs), a huge portion of the animations and designed/staged all the cinematic segments. It was hard to generate new assignments fast enough to keep up with him. Then at night he'd go home and animate commercials. He's a machine! This is a guy who just get's things done, a LOT of things, fast. On top of that he's extremely easy to get along with, has a great attitude and is passionate about animation and his work. He was an extremely valuable asset at SVS and will be at any studio fortunate enough to have him.
Erica Pinto
I’ve had the pleasure of working with Avi as his lead during his time on "God of War" at Santa Monica Studio. This was his first AAA title, and he showed a great willingness to take on any task thrown at him. He quickly fit in among even the more veteran animators on our team. He eagerly participated in all aspects of the cinematics production pipeline, including previsualization and layout, motion capture assembly and cleanup, hand-keyed animation and polish, as well as the technical aspects of integration into the game engine. When we started considering incorporating MotionBuilder into our workflow, Avi was an early adopter and quickly learned to harness it as a powerful tool in his animation artillery. Avi was very proactive in collaborating with other departments to ensure cinematics flowed seamlessly in and out of gameplay. He did not hesitate to reach out to level design, combat design, character tech art, tech design, camera, audio and environment art to make sure everyone was on the same page. Avi is keen to keep our department organized, informed, and on task. He created and updated spreadsheets and documents for tracking progress and needs for the narrative team. He regularly requested reviews and task lists for his own work, and participated in peer reviews of animations during walkarounds. During my maternity leave, he took on several of my lead responsibilities alongside one of the other senior animators, and helped ensure that the narrative animation department continued to function smoothly in my absence. Overall, Avi went far above and beyond the responsibilities of an animator and showed strength in leadership and organization. His assistance throughout pre-production and production was invaluable to me and my team, and I know he would be a great asset to any game studio.
Andy Van Dalsem
Avi is practically a one man art department. He is exceptionally fast, efficient and good at what he does, which is just about everything. On Record Run he handled all character modelling, rigging (including facial morphs), a huge portion of the animations and designed/staged all the cinematic segments. It was hard to generate new assignments fast enough to keep up with him. Then at night he'd go home and animate commercials. He's a machine! This is a guy who just get's things done, a LOT of things, fast. On top of that he's extremely easy to get along with, has a great attitude and is passionate about animation and his work. He was an extremely valuable asset at SVS and will be at any studio fortunate enough to have him.
Erica Pinto
I’ve had the pleasure of working with Avi as his lead during his time on "God of War" at Santa Monica Studio. This was his first AAA title, and he showed a great willingness to take on any task thrown at him. He quickly fit in among even the more veteran animators on our team. He eagerly participated in all aspects of the cinematics production pipeline, including previsualization and layout, motion capture assembly and cleanup, hand-keyed animation and polish, as well as the technical aspects of integration into the game engine. When we started considering incorporating MotionBuilder into our workflow, Avi was an early adopter and quickly learned to harness it as a powerful tool in his animation artillery. Avi was very proactive in collaborating with other departments to ensure cinematics flowed seamlessly in and out of gameplay. He did not hesitate to reach out to level design, combat design, character tech art, tech design, camera, audio and environment art to make sure everyone was on the same page. Avi is keen to keep our department organized, informed, and on task. He created and updated spreadsheets and documents for tracking progress and needs for the narrative team. He regularly requested reviews and task lists for his own work, and participated in peer reviews of animations during walkarounds. During my maternity leave, he took on several of my lead responsibilities alongside one of the other senior animators, and helped ensure that the narrative animation department continued to function smoothly in my absence. Overall, Avi went far above and beyond the responsibilities of an animator and showed strength in leadership and organization. His assistance throughout pre-production and production was invaluable to me and my team, and I know he would be a great asset to any game studio.
Andy Van Dalsem
Avi is practically a one man art department. He is exceptionally fast, efficient and good at what he does, which is just about everything. On Record Run he handled all character modelling, rigging (including facial morphs), a huge portion of the animations and designed/staged all the cinematic segments. It was hard to generate new assignments fast enough to keep up with him. Then at night he'd go home and animate commercials. He's a machine! This is a guy who just get's things done, a LOT of things, fast. On top of that he's extremely easy to get along with, has a great attitude and is passionate about animation and his work. He was an extremely valuable asset at SVS and will be at any studio fortunate enough to have him.
Erica Pinto
I’ve had the pleasure of working with Avi as his lead during his time on "God of War" at Santa Monica Studio. This was his first AAA title, and he showed a great willingness to take on any task thrown at him. He quickly fit in among even the more veteran animators on our team. He eagerly participated in all aspects of the cinematics production pipeline, including previsualization and layout, motion capture assembly and cleanup, hand-keyed animation and polish, as well as the technical aspects of integration into the game engine. When we started considering incorporating MotionBuilder into our workflow, Avi was an early adopter and quickly learned to harness it as a powerful tool in his animation artillery. Avi was very proactive in collaborating with other departments to ensure cinematics flowed seamlessly in and out of gameplay. He did not hesitate to reach out to level design, combat design, character tech art, tech design, camera, audio and environment art to make sure everyone was on the same page. Avi is keen to keep our department organized, informed, and on task. He created and updated spreadsheets and documents for tracking progress and needs for the narrative team. He regularly requested reviews and task lists for his own work, and participated in peer reviews of animations during walkarounds. During my maternity leave, he took on several of my lead responsibilities alongside one of the other senior animators, and helped ensure that the narrative animation department continued to function smoothly in my absence. Overall, Avi went far above and beyond the responsibilities of an animator and showed strength in leadership and organization. His assistance throughout pre-production and production was invaluable to me and my team, and I know he would be a great asset to any game studio.
Andy Van Dalsem
Avi is practically a one man art department. He is exceptionally fast, efficient and good at what he does, which is just about everything. On Record Run he handled all character modelling, rigging (including facial morphs), a huge portion of the animations and designed/staged all the cinematic segments. It was hard to generate new assignments fast enough to keep up with him. Then at night he'd go home and animate commercials. He's a machine! This is a guy who just get's things done, a LOT of things, fast. On top of that he's extremely easy to get along with, has a great attitude and is passionate about animation and his work. He was an extremely valuable asset at SVS and will be at any studio fortunate enough to have him.
Experience
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Infinity Ward
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United States
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Computer Games
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400 - 500 Employee
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Lead Narrative Animator
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Aug 2021 - Present
Lead Narrative Animator on MWII
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Senior Animator
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Aug 2018 - Aug 2021
Senior Animator on "Modern Warfare" and "Warzone"
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thatgamecompany
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United States
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Entertainment Providers
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100 - 200 Employee
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Lead Animator
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Apr 2017 - Aug 2018
Lead Animator on "Sky" Lead Animator on "Sky"
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Santa Monica Studio
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United States
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Entertainment Providers
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200 - 300 Employee
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Senior Animator
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May 2015 - Apr 2017
Senior Animator on "God of War" Senior Animator on "God of War"
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Giant Sparrow
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United States
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Computer Games
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Animator
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Sep 2014 - May 2015
Animator on "What Remains of Edith Finch" Animator on "What Remains of Edith Finch"
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Animator
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Dec 2008 - Feb 2015
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SuperVillain Studios
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Computer Games
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1 - 100 Employee
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Character Artist and Animator
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Sep 2013 - Sep 2014
Animator on “OrderUp 2” and “Record Run” Animator on “OrderUp 2” and “Record Run”
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The Graphic Film Company / Simon West Production
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Greater Los Angeles Area
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Animator
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Jun 2013 - Sep 2013
Camera artist and Animator Camera artist and Animator
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Hydrogen Whiskey Studios
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United States
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Animation
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Animator
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May 2013 - May 2013
Animator on "The Wolf Among Us" Animator on "The Wolf Among Us"
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Playtech
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United Kingdom
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Software Development
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700 & Above Employee
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Animator
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Sep 2011 - Apr 2013
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Snowball Studios Ltd.
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Canada
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Animation and Post-production
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1 - 100 Employee
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Animator
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Oct 2009 - Sep 2011
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Animation Lab
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Israel
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Animation
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1 - 100 Employee
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Simulation Artist
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Jun 2008 - Nov 2008
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Education
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Bezalel Academy of Art and Design
Bachelor of Arts (B.A.), Animation -
Frame by Frame online animation school