Juan Vilato

at Megalis VFX
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Contact Information
us****@****om
(386) 825-5501
Location
Tokyo, Tokyo, Japan, JP

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Experience

    • Japan
    • Entertainment
    • 1 - 100 Employee
      • Jul 2022 - Present

      Coordinating a team of around 20 artists from diferent interconected disciplines (modellling, texturing, lookdev animation, rigging, layout, groomig…) and different levels of expertise (from junior to supervisor) for the production of assets used in VFX. I am responsible of, but not restricted to, the following tasks:-Managing artists’ tasks, deliveries, needs and schedule-Receiving and implementing feedback from producer and line producer-Spotting, redflagging and shorting out possible situations-Providing guidance technological support to artists regarding tools and softwares-Working closely with supervisors-Helping out in recruiting new staff members-Helping out in dealing with vendors Show less

      • Jul 2022 - Present

    • Senior Character/Technical Animator
      • May 2018 - Jun 2022

      Senior Character/Technical Animator A member of the Advanced Technology Division (ATD) responsible for the following tasks: -Providing animation support (keyframing, motion capture, facial animation) to different projects and initiatives. Animating both for cinematic sequences and in-game animations. Tasked with checking the animations in the engine itself. -Planning and directing motion capture sessions for the acquisition of the needed data to produce in-game and cinematic animations. -Assisting and supervising in-house and outsourcing teams in the creation of assets. Using my expertise in animation, topology, rigging and anatomy to advise in the creation of robust and easy to use assets. -Producing and assisting in the production of Python scripted animation tools for Maya. Planning the resulting tools not only to be useful but animator-friendly. -Testing and evaluating new hardware and software. Looking for ways to improve efficiency and quality in the production of animation pipelines. Familiar with technologies such as as motion capture suits. Show less

  • 株式会社アニマ
    • Dentro de los 23 barrios de Tokio, Japón
    • CG Animator
      • Jun 2017 - Apr 2018

      Involved in a wide arrange of projects which include but are not limited to: Sword Art Online: Fatal Bullet( Muli-platform game): Responsible for seconday anination in production shots for the cinematic Death Gun sequence. One Piece: World Seeker( Multi-platform game): Responsible for secondary animation in production shots for the cinematic opening. Monster Strike Second Season( anime): Responsible for keyframe animating production shots for both episode 9 and 11. Ongaku Shojo( anime): Responsible for producing animation from motion capture data for production shots. Worked tightly with a team of highly skilled professionals using Japanese as main language. Grew acostumed to different workflows as well as animation styles, including anime style facials and animation. Show less

    • Character Animator
      • Mar 2017 - May 2017

      Involved in Usagi Yojimbo VR game. Responsible for both main character and secondary character's animation. I worked remotely, contacting directly with my supervisor in Spanish and the producer in either English or Japanese. Involved in Usagi Yojimbo VR game. Responsible for both main character and secondary character's animation. I worked remotely, contacting directly with my supervisor in Spanish and the producer in either English or Japanese.

    • Spain
    • Movies and Sound Recording
    • 1 - 100 Employee
    • Project Developer
      • Dec 2011 - Dec 2012

      Project developer for Fassman Films division. My tasks inlcuded finding and aquiring good scripts, raising funds, assembling teams, supervising shooting and placing final product. We worked in a small 6 members team who covered different aspects of the development. All of us were Spanish. Though not finally credited, I was involved in the first development stages of the short "Aun Hay Tiempo" Project developer for Fassman Films division. My tasks inlcuded finding and aquiring good scripts, raising funds, assembling teams, supervising shooting and placing final product. We worked in a small 6 members team who covered different aspects of the development. All of us were Spanish. Though not finally credited, I was involved in the first development stages of the short "Aun Hay Tiempo"

    • Spain
    • Movies and Sound Recording
    • 1 - 100 Employee
    • Animator & Rigger
      • Jul 2010 - Sep 2010

      Character Animator & Rigger involved in the production of EVA. Responsible of the following tasks: -Replacements for the IS9 character. -Rigging and animation of various full CG robots in film. The environment was a good, friendly one. There was about 12 members in the team, each one responsible for their own field of expertise. Character Animator & Rigger involved in the production of EVA. Responsible of the following tasks: -Replacements for the IS9 character. -Rigging and animation of various full CG robots in film. The environment was a good, friendly one. There was about 12 members in the team, each one responsible for their own field of expertise.

    • Freelance Animator
      • Jun 2009 - Sep 2009

      Remote Character Animator at their current short film: "Get Stuffed". I worked remotely. Remote Character Animator at their current short film: "Get Stuffed". I worked remotely.

    • Entertainment Providers
    • Animation Instructor
      • Dec 2008 - Jul 2009

      Animation instructor at an authorized Autodesk Training Center. Responsible for developing a double task: -Leading 3 days introductions to character animation for base line Maya students. -Co-instructing the Character Animation Workshop. Digital Dreams was a school which had a main grade as well as long term workshops. I was con-instructing the animation workshop, so I had to prepare the classes with my fellow co-instructor. Animation instructor at an authorized Autodesk Training Center. Responsible for developing a double task: -Leading 3 days introductions to character animation for base line Maya students. -Co-instructing the Character Animation Workshop. Digital Dreams was a school which had a main grade as well as long term workshops. I was con-instructing the animation workshop, so I had to prepare the classes with my fellow co-instructor.

    • United States
    • E-Learning Providers
    • 1 - 100 Employee
    • Peer Buddy
      • Jul 2008 - Dec 2008

      Responsible for giving advice and moral support to students. Direct responsible for the welfare of a selected number of students. Responsible for giving advice and moral support to students. Direct responsible for the welfare of a selected number of students.

    • Computer Games
    • 1 - 100 Employee
    • Animator
      • Apr 2008 - Nov 2008

      Working as both key frame and motion capture animator in the development of the next gen Wanted: Weapons Of Fate; game. Responsible of development of the "Shopfloor"; interactive sequence, from blueprint I built up every stage: animatic, rough and final. Sited in MAPFRE towers, GRIN was a studio of about 30 people. The animation team was 6 of us, but we worked closely with the programers as well, tending for their needs. As the studio was a Sweden one, we all agreed to speak in English. Show less

    • United Kingdom
    • Entertainment Providers
    • 700 & Above Employee
    • Animator
      • Nov 2007 - Mar 2008

      Keyframe animator at "The Chronicles of Narnia: Prince Caspian". MPC is a huge studio, our animation department alone holding 80 people. Though we all were working together is was the managers we worked directly with. We also received feedback from supervisors as needed. As it was sited in London, we all spoke English. Keyframe animator at "The Chronicles of Narnia: Prince Caspian". MPC is a huge studio, our animation department alone holding 80 people. Though we all were working together is was the managers we worked directly with. We also received feedback from supervisors as needed. As it was sited in London, we all spoke English.

    • Intern
      • Feb 2004 - Oct 2004

      -Producing high quality images for Mecalux's advertising -Compositing final shots for D'Ocon's animated television series Lacets -Cleaning up final shot's animation for D'Ocon's animated television series Lacets. -Producing high quality images for Mecalux's advertising -Compositing final shots for D'Ocon's animated television series Lacets -Cleaning up final shot's animation for D'Ocon's animated television series Lacets.

Education

  • Tokyo Animation College
    Animation, Traditional Animation
    2015 - 2017
  • ESCAC
    Grau en Cinema i Mitjans Audiovisuals, Cinematography
    2009 - 2013
  • The British Academy of Stage & Screen Combat
    Intermediate/Advanced: Knife and Sword&Shield, Acting
    2011 - 2011
  • ESCAC
    Curso Zero, Filming
    2008 - 2009
  • Schoolism
    Character Design With Stephen Silver, Character Design
    2008 - 2008
  • Animation Mentor
    Diploma in Advanced Character Animation Studies, Character Animation
    2006 - 2007
  • Workshop by Brian Pohl
    Previsualisation & Cinematography, Cinematography
    2006 - 2007
  • IDEP
    Técnico Realizador de Imagen de Síntesis I&II, Maya Operator
    2002 - 2004
  • The British Academy of Stage & Screen Combat
    Actor/Combatant Certificate, Acting
    2003 - 2003
  • Workshop by Jeffrey Hinze
    Psychomechanics for Animation & Games, Animation
    2003 - 2003
  • Workshop by Adam Valdez
    Maya on "Lord Of The Rings" I&II, Animation
    2002 - 2002

Community

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