Tal Peleg

Cinematic Director at Archetype Entertainment
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Contact Information
us****@****om
(386) 825-5501
Location
Austin, Texas, US
Languages
  • English -

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Bio

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Experience

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Cinematic Director
      • Jan 2020 - Present

    • United States
    • Animation and Post-production
    • Director
      • Aug 2012 - Present

      - Directed “Dante’s Redemption” Act1; Director of art, animation, story.- Mocap stage direction. - Headed "Dante's Redemption", a fan-fiction CG short in a trailer like fashion, based on EA's "Dante's Inferno" game. - Did all scene assembly, editing, animation, lighting, matte painting and compositing. Managed industry veteran TDs and modelers.- R&D character art and environment.- Designed and created posters / key art.

    • Canada
    • Computer Games
    • 200 - 300 Employee
    • Cinematic Animation Director
      • Feb 2019 - Jan 2020

    • Lead Cinematics Animator - Anthem™
      • Feb 2017 - Feb 2019

      - Designed & guided an all new cinematics production pipeline that has fundamentally reformed the way BioWare has been producing cinematics. Part of the reformation included the dramatic streamlining as well as the restructuring of workflows and tooling with audio, VO, VFX and lighting, which greatly contributed to ANTHEM's cinematics production values. - Created and designed the cinematography of the game; directly responsible for the look & feel of cutscenes.- Pushed the quality bar on facial animation and the intricacies of performances, rendering the best animated BioWare cinematics to date.- Composed simplified workflow facial / body animation tutorials that contributed to the team’s capacity in both speed & animation quality.- Authored confluence pages for cinematics' pipeline, animation workflows, scheduling, naming conventions, tools tutorials & more. - Lead early drafts of the cinematics through prevising and animatics.- Directly work for ANTHEM’s Animation Supervisor to: o Plan milestone goals. o Conduct editorial reviews. o Work at the mocap stage on all story cinematics. o Growth of the team / workers logistics.- Managing and directing a team of animators / cine design: o In charge of delegating tasks based on schedule and skillset. o Cultivating obsession for quality, detail & organization as well as work ethics. o Incentivize excellence in conjunction with increased responsibilities and ownership. o Provide personal & logistical support to attain project milestones and career goals. o Successfully foster high levels of engagement, morale & team’s reputation.- Supervising an outsource team. As with the local team, I am in charge of upholding the cinematography & quality bar for all critical path cinematics as well as provide support through conducted weeklies.- Work closely with other art teams to achieve cinematics' goals on schedule and quality.

    • Sr. Cinematics Animator
      • Mar 2016 - Feb 2017

    • United States
    • Computer Games
    • 500 - 600 Employee
    • Sr. Cinematics Animator: The Last Of Us, Uncharted 4
      • Feb 2011 - Mar 2016

      The Last Of Us II:- Prototyped various character animations with Creative Director, Lead Combat designer.- Pre Visualized gameplay scenarios.Uncharted 4:- Cutscenes and gameplay animation.- In game playable cinematic sequences.- Extensive Quadruped keyframe.The Last Of Us:- Animated pre-rendered Cinematics. Worked on a number of In-Game Cinematics (and additional gameplay) in The Last Of Us.- Animated on the first reveal teaser trailer of The Last Of Us; redesigned new shots and choreography.- Reconstructed the facial rig with the Creative Director, Rigger and Modelers in pre-production, which served the team later on as a blueprint throughout the project.- Spearheaded the statue collectors edition along w/ marketing and the lead modeler at Naughty Dog; designed and posed the characters stances, created the base, as well as initiated strong communication between the vendor and the team at Naughty Dog through an extremely tight schedule, all while animating full time in Cinematics.- Established the Cinematics Pose Library.- Animation frontman of horse & rabbit's RD/rigging, as well as animated key cinematic sequences of the horse and rabbit - all hand keyframe.- Created multiple Key Art stills. A couple of which were made available to public ("Tess", "Clicker"); Posed, lit and digitally painted from scratch in my spare time.

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Senior Animator
      • Aug 2010 - Jan 2011

      - Worked on a unannounced project as a sr. gameplay animator (contract). - Joined the Dead Space 2 team at the final month before wrap up to create four character pairing-move for the main character, Isaac, in a three week time.

    • United States
    • Animation and Post-production
    • 700 & Above Employee
    • Animator
      • Feb 2009 - Aug 2010

      - Animator on "A Christmas Carol" and "Mars Needs Mars". - R&D of the the quadruped rig. - Hand keyframed horses as well as other animals.- Worked on and created animations for Massive. - Utilized motion builder for scene assembly.

    • Canada
    • Animation and Post-production
    • 200 - 300 Employee
    • Senior Character Animator / Compositor
      • Oct 2006 - Jan 2008

      - Created R&D creature animation in pre-production directly for the VFX supervisor and director.- Previs and camera work on various shots.- Joined editorial for compositing work directly for the DP / VFX supervisor and the film director.- Stage work on reshoots.

    • Animator / Compositor
      • Mar 2006 - Jul 2006

      - All around artist, matte painter, compositor, animator and designer of show titles; worked at editorial.

    • Animation Lead / Compositor
      • May 2004 - Nov 2005

      ("Minotaur", 2006; Maya, After Effects, Photoshop)- Animation Director/Lead animator. - Designed and animated shots / pre-visualizations, lead an outsourced team of animators. - Ensured realistic technical animation for muscle simulation and hair/fur movement.("Ask The Dust", 2006; Maya & Photoshop)- Created background character animation and matte paintings. ("BattleGround: Alexander The Great”, and “BattleGround: Waterloo” of the Discovery Channel; Maya & After Effects)- Animated mass human and equine sequences.- Created numerous indexes of long and differentiating animation cycles.- Directed and composited shots, pre-visualizations and camera motion.("Red Eye", 2006; 3D Studio Max, Character Studio) Designed and animated pre-visualizations. The pre-visualizations consisted car chase animation, 3D character animation and camera motion. Wes Craven specifically chose my pre-visualization animation to be practically shot on set. ("I-SEE-YOU.COM", 2004; Softimage XSI, After Effects)Built a 3D home based on a real house that was blown up in visual effects.Composited trailer shots.

    • Animator / Compositor / All around artist
      • Jul 2002 - Apr 2004

      - 3D animation of bipeds / quadrupeds in Softimage XSI, Textured, modeled and lip synced 3d characters. Composited in After Effects. - Created life drawings of characters as basic concept art for TV show pitches.

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