Antonin Tripes

Animation Director, Animation Supervisor

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Software & Skills

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  • Maya ( 11 years)
  • 3ds Max ( 11 years )
  • Motionbuilder ( 8 years)
  • Photoshop ( 12 years )
  • Aftereffects ( 8 years )
  • Unreal Engine ( 7 years)
  • Unity Engine ( 5 years)
  • Blender ( > 1 year )
  • Premiere ( > 1 year )
  • Endorphin ( > 1 year )
  • Managing, Directing & Supervision ( 6 years )
  • Character animation ( 12 years )
  • Keyframe animation ( 12 years )
  • Design & Tehnical solutions ( 8 years )
  • Rigging ( 8 years )
  • Motion Capture ( 6 years )

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Professional Experience:

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Position: co-founder

Employer: Contra Concept

Duration: November 2016 - present, fulltime 

Projects: Rocket Boots Mania

Together with my partner, a programmer of Mafia 2 we have developed a physics-based action parkour game. During this process I have gained a tremendous amount of experience both in game development and management. Being responsible for the production of the whole project, negotiating with contract workers, service providers and publishers certainly pushed me to my peak performance.

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Position: Animation Director / Animator / Technical Artist

Employer: Freelance / Self employed

Duration: August 2013 - present, fulltime 

Projects: Vigor, Shadowgun legends, Unkilled, other projects

As a freelancer I got to work on multiple projects ranging from mobile games to next gen console games. My main domain is player locomotion as well as taking responsibility for the whole animation and rigging pipeline on the projects. I have worked on third person and first person games, I developed dynamic fighting scenes, countless sets of reload animations or story driven sequences. My favorite part about being freelance is meeting new people and exchanging knowledge and experience, I love to join a team and focus on isolating what is working and what needs adjusting in order to make the pipeline work as efficiently as possible.

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Position: Animation Director

Employer: Outsource2us; Remedy

Duration: September 2014 - June 2016 (1 year 10 months), fulltime 

Projects: Quantum Break, other projects

Directing a team of animators on number of projects including outsourced cutscenes for Quantum Break. I was responsible for overseeing the visual and technical quality of assets as well as managing the external animation team.

During the time I was working as an Animation Director for Outsource2us most of the work was remote, but the cooperation with Remedy on Quantum Break cutscenes was very successful and actually lead to my temporal relocation to Espoo while I was working in house with the Remedy team on keyframe and motion capture animations, focusing mostly on female locomotion, player abilities and other ingame actions.

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Position: Animator

Employer: CD Projekt RED

Duration: September 2014 - April 2015 (8 months), fulltime

Project: Witcher 3: Wild Hunt

When joining CD Projekt RED I was given a choice - I could either work on the Witcher 3 or the Witcher Battle Arena. Eventhough I have chosen to be assigned to The Witcher Battle Arena (as this role meant more freedom and responsibility) I actually ended up helping out the Witcher 3 team out with the main character / player locomotion, jump animations and few other core features for a couple of months. This was a big honor for me and definitely a highlight of my career.

Project: The Witcher Battle Arena

As described above when I was presented with the role of the main animator on The Witcher Battle Arena I just fell in love with the idea. I really liked the challenge and the responsibility this position was calling for. Promptly after joining the team I had made some important decisions that turned out to be very benefitial for the final game. I was working directly with the lead producer and the main designer to establish much stronger character personalities and at the same time develop much more juicy, snappy and extreme animations. I was responsible for the animation quality as well as the quality of rigging and skinning. My main goal was to create entertaining and responsive animations with the restrictions given by the engine and the platform. I have really enjoyed working on this project, its been one of those times when the time just flies by.

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Position: 3D Animation Supervisor

Employer: Gamajungames s.r.o.

Duration: , fulltime

Project: yet not announced project

Project: yet not announced project

After a very sucessful cooperation with Exient my team decided to go independent, I was promoted to an Animation supervisor and I was responsible for the animation, rigging and skinning quality of our projects. I was working closely with concept artists, character modellers, producers, designers and programmers to achieve the best possible result. By this time I knew that in this position I felt the most comfortable in as I could be much more benefitial for the team than if I was only sitting by my desk working on a single task at time. With this position I was able to direct and act motion capture sessions, supervise and work on editing motion capture data for one of the biggest MMO game ou there (title remains hidden on purpose). I was also directing and overseeing animation and rigging quality on a realtime strategy game for mobile platform. At the same time I was involved in the designing progress of the core mechanics of the game. This position sharpened my animation and rigging skills as well as it boosted my managing and communication abilities. I am very grateful for the oportunity that was expressed to me via the animation supervisor promotion by my animation lead Martin Hebert. I have really enjoyed fullfilling the complete description of this job.

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Position: Animation Director

Employer: VOLTA

Duration: , contract

Project: Gang Road

Project: yet not announced project

This position must have been tailor made for me. I was able to merge my animation, managing and communication skills and I have really enjoyed myself during this work experience. It was also freelance work on top of fulltime but truth to be told it almost didn't feel like work at all. I was resposible for supervising and directing team of +/- 10 young talented animators working on a mobile game Gang Road (developed for Applibot). Ocassionaly I was providing them with technical and design solutions but mostly I was focused on overseeing the animation quality, giving feedback and constructive criticism. The most I have enjoyed the motivation and education aspect of this job. Its great to be able to help someone on the way of reaching their potential. I have never felt so alive and fullfilled before. This was trully great and life changing experience and I am really thankful for this oportunity.

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Position: 3D Technical Animator

Employer: VOLTA

Duration: , contract

Project: Soon to be released AAA next gen title

This was a freelance work on top of my fulltime job. I was providing rigging, skinning, basic scripting support and test animations for a AAA next gen title (to be released in 2015) I got the oportunity to work on the industry's top quality models and I was able to cooperate with really skilled and talented professionals. I have learned a lot during this time, I have developed new workflows and tools that helped me be more efficient and resourseful while rigging and skinning and at the same time this position also taught me how to cooperate effectively on long distances. Not only I was cooperating with other 3D artists but I was also fortunate enough to work with a great producer who was overseeing the whole freelance production and our good relationship lead to another great work experience – Animation Director (Volta).

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Position: 3D Animator

Employer: Exient

Duration: , fulltime

Project: Diggs Nightcrawler

Project: Angry Birds Go!

Project: yet not announced title

I was really happy about joining Exient as their projects were really exciting. During my time there we have sucessfully shipped two titles, namely Diggs Nightcrawler (nominated for the best animated videogame, developed for Sony's new platform – Wonderbook) and Angry Birds Go! (mobile platform game, developed for Rovio). I was also working on 2 other projects that have not yet been announced. This time was really exciting for me as I had the oportunity to develop and improve the rigging pipeline on the Angry birds Go! I was responsible for creating the facial and body rigs of the characters as well as supporting and educating other team members in animation and rigging. I gained a lot of experience and knowledge and this role really helped me to become more valuable team member. When working on Diggs Nightcrwaler the experience gain was also huge as we had the oportunity to cooperate with an amazing animation studio Moonbot, which was responsible for the animation quality of the game. I was supervised by their animation director and I have been able to strenghten my acting choices as well as polish my animation technique.

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Position: Junior 3D Animator, Animator 

Employer: Vatragames s.r.o.

Duration: , fulltime

Project: yet not announced AAA console game

This was my very first fulltime experience, I have joined the team (+/- 60 people, 8 animators) responsible for developing yet not announced hack and slash AAA console game. I was working closely with my animation lead and I was also involved in close cooperation with programmers, designers, producers and other 3D artists. I have quickly adopted the mindset of a game developer and I fell in love with the technical and design aspect of the industry. Thanks to my quick learning ability I got the oportunity to work on the main character (player) during my trial period. My effort and skills were recognized and in short time I was promoted to a regular Animator. While working for Vatragames I adopted a lot of new skills, such as rigging, skinning, directing motion capture sessions, being a motion capture actor, solving design and technical issues, supporting other team members and my communication and managing skills began to play significant role in my day to day life.

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Position: Freelance 2D & 3D Animator 

Employers: Various

Duration: 2007 - 2011 (4 years)

Project: Hame commercial
Project: yet not announced project

During this freelance period I was doing mainly 2D animation for commercials and websites and learning 3D animation while working on 3D commercials and independent game projects. This experience really helped me to get a lot further in the 3D industry.

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Position: Amateur  2D Animator & 3D Animator

Duration: 2003 - 2007 (4 years)

In this period I was mainly focused on my personal projects, from 90% these were 2D animated shorts but I was also experimenting with stopmotion and 3D. Eventhough I had no professional experience yet I have been fully devoted to my dream - becoming the very best at what I loved doing - animating.

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Contact info

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Name: Antonin Tripes

Phone: +420721621632

Skype: Vjutmut

Email: antonin.tripes@gmail.com