CHRIS MAGOVERN

E-mail: ChrisMagovern@gmail.com
https://chrismagovern.com


OBJECTIVE

To become really, really, really good at animation.


SKILLS

-   Maya, 3D Studio Max, Unreal, Unity, Photoshop, After Effects, Premiere, HTML.
-   Character animation on all major platform video games including consoles, PC & VR.
-   Knowledgeable/capable of the entire animation pipeline from concept to implementation.
-   Experience with traditional animation techniques.
-   Highly skilled performer with over 15 years of dance training and stage acting ability.

EMPLOYMENT HISTORY

Sanzaru Games, an AR/VR Studio at Oculus/Meta, Foster City, CA      2016 - Present
    Principal/Lead Animator
        Asgard’s Wrath 2 (Meta Quest 2/3/Pro, 2023)

-   Character animation for many characters and cinematics in an upcoming VR game.
-   Define style and explore personality of many characters in the game.
-   Motion Capture acting(and cleanup) for most characters in the game.
-   Animation notes/feedback to all other animators on the team, plus any outsourced animation, done twice a week with the 2 Animation Supervisors.
-   Record video tutorials for many of our internal tools/processes as a resource to the other animators.


    Senior Animator
        Asgard’s Wrath (Oculus Rift, 2019)

-   Character animation for many characters and cinematics in the game.
-   Worked closely with designers/engineers on creating Boss fights & other game mechanics.
-   Motion Capture acting(and cleanup) for many key characters in the game, including Loki,
     Sticcan, Tavern Drunkard, Freyja and many more.
        
Marvel Powers United VR (Oculus Rift, 2018)
-   Character animation on many characters in the Marvel Universe.
-   Cinematics and In-Game animations for various missions in the game.
-   Cinematic Animations in multiple marketing trailers for the game.

Artillery Games, Palo Alto, CA           2014 - 2016
    Senior Animator
        Guardians of Atlas - (PC, Mac)

- All animation in Guardians of Atlas
- Rigged & animated a total of 104 characters/creatures, plus a handful of structures & props.  
- Worked closely with design and concept to flesh out each character's abilities/personality
- Managed the text based animation graphs for all characters.

Dynamighty, San Francisco, CA           2013 - 2014
    Character Animator
        CounterSpy - (PS4, PS3, PS Vita, iOS, Android)

- All in-game character animations for the entire project... includes the Spy and enemy guards.
- Worked closely with designers and gameplay programmers to create each character's move set.
- Imported characters & set up interactable objects, cameras & various settings within Unity.
- Helped to figure out control schemes for both console & mobile touch devices.

Sanzaru Games, Foster City, CA           2011 - 2012
    Character Animator
        Sly Cooper: Thieves in Time (PS3, PS Vita)

- Character animation on most of the characters in the Sly Cooper Universe.
- Cinematics(including camera work) and In-Game animations for an entire episode of the game.
- Worked closely with gameplay programmers to create fun mechanics, including Boss Fights.
- Worked with xml/scripts to hook up new animations/cinematics in the game.

Spicy Horse, Shanghai, China           2010 - 2011
    Senior Cinematic Animator
        Alice: Madness Returns (PS3, Xbox 360, PC)

- Responsible for all 40+ cinematics in the game using Unreal 3's 'Matinee'.
   - Includes setting up all Camera Shots and Animating Characters.
- Cinematic and In-Game key frame animation, including Enemy Intros and Combat Animation.
- Mocap Acting, Mocap Cleanup and Implementation.
- Set up/implemented In-game scripted event sequences using Unreal 3's 'Matinee'/'Kismet'.
- Facial animation using Unreal 3's 'Face FX'.

Luxoflux/Activision Blizzard, Santa Monica, CA          2007 - 2010
    Animator
        Transformers 2: Revenge of the Fallen (PS3, Xbox 360)

- Character animation on each of the 20+ robots for the game.
- Cinematics(including camera work), In-Game and Multiplayer animations.
- Created many of the robot transformation animations.
- Worked closely with gameplay programmers to create new game mechanics.
- Worked “under the hood” of the animation system to blend/branch animations together.

        Kung Fu Panda (PS3, PS2, Xbox 360, Wii, PC)

- Character animation on all characters for the game. In-game and Multiplayer.
- Created high action Cinematics and Quick Time Event sequences. Fight choreography.

Electronic Arts, Redwood City, CA          2006
    Animator
        The Sims Pets (PS2)

- Character animated dogs, cats and Sims for the game.
- Worked with gameplay programmers to hook up many of the animations in the game.

Double Fine Productions, San Francisco, CA          2004 - 2005
    Animator
        Psychonauts (Xbox, PS2, PC)

- Character animation on various pre-rendered Cinematics.
- Responsible for all in-game facial animation.


EDUCATION

Ex’pression College for Digital Arts, Emeryville CA          2003 - 2004
- Bachelor’s of Applied Science in Digital Visual Media program

University of California, Irvine, Irvine, CA          2000 - 2002
- Major: Dance

ACHIEVEMENTS AND SPECIAL TRAINING

- Dan Mason, personal mentor - Senior Animator, Pixar          2004
- Peer Mentor for New Students - Ex’pression College for Digital Arts         2004