1. Acting (0:00) Motion (0:36) End (1:22)
    Find me on LinkedIn here---> http://ca.linkedin.com/pub/peter-donnelly/1/6b0/837
    Email me here---> pete_donnelly@hotmail.com
    Feel Good Combat reel here---> vimeo.com/43801385

    I am an experienced character animator with a strong knowledge of state machine logic who specializes in creating unique player experiences. I'm looking to work on an exciting new project.

    -EXPERIENCE

    Slant Six Games2010 – 2012Vancouver, BC

    Senior Animator (in-game)
    Responsibilities included but were not limited to:

    Managing Close Quarters Combat in "Resident Evil: Operation Raccoon City". RE:ORC gameplay examples here---> http://www.youtube.com/watch?v=f9Gy2qSgUiY
    This included but was not limited to:

    -Player melee attacks/ hit reactions
    -Paired "Brutal kills"
    -Zombie "Meat shield"
    -Quick draw directional fire

    Everything from creating early pre-vis animations and setting up the corresponding state machines/ blend controllers through to directing CQC mo-cap shoots, tweaking and polishing mo-cap data and key-framing final animations.

    Helped set up and manage many other aspects of the Player Character and Zombies (Animations and State machine logic/ blend controllers).

    Worked closely with the engineering/ tools department to provide feedback on improving workflows/ features in our proprietary tools (state machine graphs, blend controllers etc.)

    Propaganda Games2009 – 2010Vancouver, BC

    Senior Animator (in-game and cinematic)

    Responsibilities included but were not limited to:
    Taking ownership of 'living world' NPCs. Included managing all animation and state machine behaviors in regards to them.

    Evaluating various motion capture solutions for the studio. Once a Vicon system was decided upon, I was responsible for setting it up and managing all in house motion capture shoots

    Prioritizing and communicating the needs of the animation department to help integrate a motion-builder pipeline to support our new motion capture capabilities

    Working with the Story Lead to lay out, animate and implement all in game cut scenes created "in-house"

    Prioritizing and communicating the needs of the animation department to help in the development of the state machine editor

    Delivering high quality animation for in-game combat and cinema

    BioWare EA2007 – 2009Edmonton, AB

    Senior Animator (in-game)

    Responsibilities included but were not limited to:
    Working closely with Designers to create and implement combat systems for animation to take into full production

    Delivering high quality animation for in-game combat and exploration

    Evaluating character rigs for use in-game

    Evaluate new software. Create and document pipelines for use by the animation department. 

    Mainframe Entertainment/ Rainmaker Entertainment

    2004 – 2007Vancouver, B.C.

    Senior Animator
    Delivered high quality animation within varying time constraints for T.V. Series and D2V Feature
    Worked closely with the CG Supervisor to manage a team of 8 animators for a T.V. Series

    PreVis Layout Artist
    Worked closely with the Director to block out animation and lock down camera sequences for T.V. Series and D2V Feature

    Animator
    Worked on numerous D2V Features delivering animation in a quick and efficient manner

    SKILLS, TECHNOLOGIES & PROJECTS
    Skilled in:

    Motion Builder, Softimage XSI, Maya, 3DS Max
    UnrealEd 3, Endorphin, MovenVicon/Blade
    Creating and managing State Machine Logic/ Blend Controllers

    Projects: Games:
    Unannounced “AAA” Action RPG - BioWare EA
    POTC Armada of the Damned - Propaganda Games (canceled)
    Resident Evil: Operation Raccoon City

    Projects: Television and D2V:
    Hot Wheels Acceleracers 1, 2, 3, 4 Barbie Fairytopia 1, 2, 3 Tony Hawk Boom Boom Sabotage Max Steel Endangered Species MTV 2006 Video Music Awards Scary Godmother 2

    Projects: Feature Film:
    Blades of Glory

    EDUCATION
    Digital Animation Master’s Program (DAMP) 2001-2003 at Ai Vancouver (formerly C.D.I.S.) in Burnaby, B.C.

    # vimeo.com/15959385 Uploaded 984 Plays 0 Comments
  2. Here are some in game combat animations I've worked on in the past...
    Email me here----> pete_donnelly@hotmail.com
    Demo Reel here----> vimeo.com/15959385
    Find me on LinkedIn here----> http://ca.linkedin.com/pub/peter-donnelly/1/6b0/837

    # vimeo.com/43801385 Uploaded 703 Plays 1 Comment
  3. These are some animations I did for the final boss battle in Resident Evil Operation Raccoon City

    # vimeo.com/44469394 Uploaded 757 Plays 1 Comment
  4. Footage from Fairytopia3 and Scary Godmother2. All animation hand keyed by me, Peter Donnelly.

    # vimeo.com/46725735 Uploaded 172 Plays 0 Comments

Animation portfolio

Peter Donnelly

PETER DONNELLY

Email:pete_donnelly@hotmail.com

Demo Reel: vimeo.com/15959385

Combat Reel: vimeo.com/43801385

LinkedIn: http://ca.linkedin.com/pub/peter-donnelly/1/6b0/837

Specialties:
-Managing and mentoring…


+ More

PETER DONNELLY

Email:pete_donnelly@hotmail.com

Demo Reel: vimeo.com/15959385

Combat Reel: vimeo.com/43801385

LinkedIn: http://ca.linkedin.com/pub/peter-donnelly/1/6b0/837

Specialties:
-Managing and mentoring small animation teams (2-8 animators)

-Creating and managing state flows/ blend controllers for use in game

-Managing and directing motion capture shoots

-Key framing high quality animations

-Retiming and polishing motion capture data

-Investigate, develop and document workflows for new software that is considered by the animation department.

-Evaluate character rigs and provide feedback for improvement

-Strong leadership skills and an ability to handle the pressure of maintaining high quality work while meeting varying deadlines.

EXPERIENCE

Slant Six Games2010 – 2012Vancouver, BC

Senior Animator (in-game)

Responsibilities included but were not limited to:

Managing Close Quarters Combat in "Resident Evil: Operation Raccoon City". This included but was not limited to:

-Player melee attacks/ hit reactions

-Paired "Brutal kills"

-Zombie "Meat shield"

-Quick draw directional fire

Everything from creating early pre-vis animations and setting up the corresponding state machines/ blend controllers through to directing CQC mo-cap shoots, tweaking and polishing mo-cap data and key-framing final animations.


Helped set up and manage many other aspects of the Player Character and Zombies (Animations and State machine logic/ blend controllers).


Worked closely with the engineering/ tools department to provide feedback on improving workflows/ features in our proprietary tools (state machine graphs, blend controllers etc.)

Propaganda Games2009 – 2010Vancouver, BC

Senior Animator (in-game and cinematic)

Responsibilities included but were not limited to:

Taking ownership of 'living world' NPCs. Included managing all animation and state machine behaviors in regards to them.


Evaluating various motion capture solutions for the studio. Once a Vicon system was decided upon, I was responsible for setting it up and managing all in house motion capture shoots


Prioritizing and communicating the needs of the animation department to help integrate a motion-builder pipeline to support our new motion capture capabilities


Working with the Story Lead to lay out, animate and implement all in game cut scenes created "in-house"


Prioritizing and communicating the needs of the animation department to help in the development of the state machine editor


Delivering high quality animation for in-game combat and cinema

BioWare EA2007 – 2009Edmonton, AB

Senior Animator (in-game)

Responsibilities included but were not limited to:

Working closely with Designers to create and implement combat systems for animation to take into full production


Delivering high quality animation for in-game combat and exploration


Evaluating character rigs for use in-game


Evaluate new software. Create and document pipelines for use by the animation department. 

Mainframe Entertainment/ Rainmaker Entertainment

2004 – 2007Vancouver, B.C.

Senior Animator

Delivered high quality animation within varying time constraints for T.V. Series and D2V Feature


Worked closely with the CG Supervisor to manage a team of 8 animators for a T.V. Series

 PreVis Layout Artist

Worked closely with the Director to block out animation and lock down camera sequences for T.V. Series and D2V Feature

 Animator

Worked on numerous D2V Features delivering animation in a quick and efficient manner

SKILLS, TECHNOLOGIES & PROJECTS

Skilled in:

Motion Builder Softimage XSI Maya3DS Max

UnrealEd 3 Endorphin MovenVicon/Blade

Creating and managing State Machine Logic/ Blend Controllers

Projects: Games:

Unannounced “AAA” Action RPG - BioWare EA

POTC Armada of the Damned - Propaganda Games (canceled)

Projects: Television and D2V:

Hot Wheels Acceleracers 1, 2, 3, 4 Barbie Fairytopia 1, 2, 3 Tony Hawk Boom Boom Sabotage Max Steel Endangered Species MTV 2006 Video Music Awards Scary Godmother 2

Projects: Feature Film:

Blades of Glory

EDUCATION

Digital Animation Master’s Program (DAMP) 2001-2003 at Ai Vancouver (formerly C.D.I.S.) in Burnaby, B.C.

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