Edward Cates
Animation Director at Supermassive Games Ltd- Claim this Profile
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Bio
Experience
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Supermassive Games Ltd
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United Kingdom
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Computer Games
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200 - 300 Employee
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Animation Director
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Jun 2021 - Present
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CCP
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London, United Kingdom
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Senior Animator
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Jan 2018 - Jun 2021
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Senior Animator
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Jun 2016 - Dec 2017
Worked with a small team on the critically acclaimed Laser League (9 in Edge magazine). As the only animator I was responsible for the whole animation pipeline, rigging, skinning, animation, exporting, importing, UE4 animationBPs and liaising with engineering, design, art and production. Worked with a small team on the critically acclaimed Laser League (9 in Edge magazine). As the only animator I was responsible for the whole animation pipeline, rigging, skinning, animation, exporting, importing, UE4 animationBPs and liaising with engineering, design, art and production.
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Lionhead Studios
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United Kingdom
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Computer Games
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100 - 200 Employee
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Senior Technical Animator
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Jan 2010 - Apr 2016
• Adding animations to the game (via the state machine blueprints) and insuring the blends, transition animations and proprietary nodes are all working and setup correctly to satisfy both artistic, gameplay and budget constraints. • Breaking down every design decision into a workable plan and animation list, this touched on all animation systems in the game from general locomotion, stop/starting, strafing, tanking, falling, turning on the spot, Aiming procedurally via proprietary node and via blend space, looking procedurally, hand IK, feet IK, ragdoll, procedural ragdoll driven flinch, evades, various special abilities each with their own unique systems, sheathing/unsheathing, emotes, integrating FaceFX, random animation variations (such as idle variations), shopkeepers, mini games, scripted events, Brightlodge villager Sim and more. • Managed the outsourcing of 426 animation assets for the Brightlodge area of Legends. This involved the initial evaluation of outsourcers, breaking down the design into an animation list and an implementation plan, briefing the outsourcer, reviewing video reference and blockout for approval to take to a functional stage. Then the final feedback to take from functional to polished. • All of the above included working closely with the team as a whole, be that design, code, lead art/animation, other technical animators on the team, production, audio, effects and others. Again I was lucky to be able to delegate work as necessary and work with multi discipline colleagues closely to come up with creative solutions. Show less
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Travellers Tales
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Computer Games
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1 - 100 Employee
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Lead Cutscene Animator
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Jun 2003 - Dec 2010
• Was a key member of the team setting up a motion capture facility including advising on software and the pipeline into the finished game. • Rigged every character providing detailed feedback to the art team on correct placement of edge loops and character proportion. • Wrote the script for all the cutscenes which was later professionally acted by the cast from the film. The starting point on this was a short sentence from design detailing what they needed. • Oversaw the storyboarding of the cutscenes. • Broke each storyboard up into a shot list for the motion capture shoot, interviewed and cast actors for the shoot and directed the shoot. • Scheduled the team in the production of said cutscenes. • Led the block out including a great deal of feedback on cinematography. This was key to hitting the schedule to the required quality bar. • Oversaw each scene to a final state including a dynamics pass and exporting and bug fixing into the main game. It was a tight schedule and many of the cutscenes from start to finish were completed within two to three days, including bug fixing in game. • I was responsible for the complete pipeline both for in-game and cutscene work. This needed to be efficient due to deadline and quality requirements. • I also worked variously with design, art, sound and code on many technical and artistic challenges. Such as a facial animation system, rag doll setup, cloth and hair dynamics, skeletal LODs, particle systems and much more. • I would also like to note that most of the above work was done without direction and it was up to me to set the quality bar to the schedule and define what needed to be done. Show less
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Education
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Bournemouth University
Master's degree, Computer Animation