Mario Perez
Sr Technical Animator on Apex Legends @Respawn
- Role
- Sr Technical Animator at Respawn Entertainment
- Location
- Santa Clarita, CA, US
- LinkedIn followers
- 500 followers
About Mario Perez
I\'ve only been with 2 studios my entire career in gaming. I\'ve helped direct and been involved with mocap from pre through post-production. I started the mocap department from the ground up at Respawn. From implementation of technique into an actual production involving multiple parties (ie. Editorial, animation clean-up, Voice-over etc.). I\'ve created final animation assets using both mocap and traditional hand keyed animation. I\'ve been a part of small teams, as well as large groups (ie. Light Storm, The Jim Henson Company, Infinityward and Respawn) throughout short and long-term projects (ie. Avatar, Modern Warfare 2, Sid The Science Kid, Titanfall, Apex Legends, Jedi: Fallen Order). I am a dependable asset to any animation production pipeline and team. Responsibilities including: Motion Capture (technical and creative), Animation and Pipeline Production as well as People Management. I intend on remaining in the gaming industry for the remainder of my career.Keeping busy in the industry, and always learning is a very highly valued, long term, goal of mine.Motion Capture setup (pre-production); cameras/volume setup, pipeline engineering/troubleshooting/testing, actor/performer setup, real-time/live (streaming marker/bone data to 3d characters/props) setup, motion capture system calibration and refinement(s), actor/performer(s) calibration and refinement(s).Motion Capture production; interaction/feedback with director(s)/stage manager(s) and script supervisor(s), speedy and smooth process on set, actor/performer comfort ability, prop/set capture creation, setup and maintenance, suggestive work around and/or \"cheats\" for quality capture on difficult motion(s).Motion Capture post production; clean-up of raw marker data, relations setup to skeletal rig(s), solving skeletal data from cleaned marker data, applying data to original rig, retargeting, motion-editing, blending, layering, QC and delivery. I was the only mocap tech at Infinityward for Modern Warfare 2.Familiar Animation Software Packages:Maya, Motionbuilder, 3ds Max, Cortex, Blade, Shogun, Faceware, Move.ai, Manus, Unreal, Source.Specialties: I can take an empty space and quickly turn it into a full-on very well-functioning motion capture volume, ready for capture on any size project, including face and finger capture. I can take mocap data and, quickly, turn it into final animation assets.I\'ve have great communication and decision making skills, as well as confidence and a great attitude towards this exciting industry.
Experience
Sr Technical Animator
Oct 2022 — Present · Los Angeles, CA, US
Education
College of the Sequoias
N/a, Animation/Graphic Design
2001 — 2003
Lemoore High School
N/a, Art
1996 — 2000
Brooks College
AS, Animation
2003 — 2005
Skills
- Concept Design
- Motion Capture
- Video Games
- 3d Modeling
- 3d Studio Max
- Maya
- Computer Animation
- Photoshop
- Game Development
- Character Animation
- Xbox 360
- 3d
- Animation
- Lighting
- Autodesk Motionbuilder
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