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John
Root 512-470-7732 |
Animator Technical Artist Character TD / Rigger Motion Capture Specialist Cinematics
Director |
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Overview ·
Over 16 years of motion capture and
animation experience ·
Fluent in all major motion capture
hardware and software ·
Uncompromising quality, professional
work ethic and attention to detail ·
Accomplished team leader ·
BOD member of the Motion Capture
Society ·
VES Handbook Chapter Lead and Principle
Author: Motion Capture |
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Work Experience |
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2007- Current ImageMovers
Digital |
Senior MoCap
Lead |
Los
Angeles, CA |
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o A Christmas
Carol o Mars
Needs Moms o Yellow
Submarine |
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As the Senior Motion Capture Lead at ImageMovers
Digital I am responsible for post processing of all stage data into Directors
Layout for virtual camera and into final animation. This includes tracking,
solving, retargeting, integration and motion editing of body, face, and
hands. I am the chief architect of all custom solving and retargeting tools
for the body (Maya Python) and a
key contributor to the tracking (Blade)
and integration tools (Motion Builder). As the leader of between
10-20 people we have consistently delivered industry leading quality on time
and within budget. |
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2004-2007
iD Software |
Lead Animator |
Dallas,
TX |
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o DOOM3
: Resurrection of Evil o Enemy
Territory : Quake Wars o RAGE |
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As the Lead Animator at iD Software,
I was responsible for all animated content in the game including in-game AI,
scripted events and cinematics. This included both
motion capture and keyframe animations. There was
only one other animator and between the two of us we kept the entire team fed
with animations. During my tenure with iD I also
setup and ran a 16 camera Vicon MX40 system. Working at iD
for such an exceptional and legendary team was a truly amazing experience. |
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2002-2004 Outlaw Studios |
Creative Director |
Austin,
TX |
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o Wrath
& Skeller o Johnny
Whatever |
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Outlaw was an unfortunately failed business venture between me
and a few others. We were funded by a major publisher to make games. Ultimately
the publisher decided not to continue funding us. Our animations were however
awesome! |
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2001-2002 Epic Games |
Lead Animator |
Raleigh,
NC |
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o Unreal
Warfare o Unreal
Tournament 2004 |
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As the
Lead Animator at Epic, I was responsible for all animations in the games,
including in-game AI, scripted events and cinmematics.
While there I set up and ran a 12 camera Vicon M1 System. I tracked, solved,
edited and integrated all the data myself. I loved Epic,
I would still be there today if I didn’t follow the irresistible calling to
start my own company. |
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1995-2001 Midway Games |
Animation Director |
Chicago,
IL |
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o NFL
Blitz o NBA
Showtime o MLB
Slugfest o Redcard Soccer |
o
The Grid o
Cruisin
Exotica o
NBA HangTime o
CarnEvil |
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We really pioneered a lot of crazy stuff back at Midway. Back
around 1996 very few people knew what they were doing with motion capture. I
started off as the only guy on the team who had worked with motion capture
and quickly transitioned to the Animation Director for the department because
I was able to engineer pipelines and roll out processes to deliver high
quality (at the time) data into the game engine. I am very proud of my work
at Midway and still have my Coin-Operated arcade games collecting dust. It’s
a shame Midway went out of business, I definitely have a soft spot for the
company who brought us classics such as Defender and Robotron. |
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1992-1995 Mindscape |
Lead Artist |
San
Rafael, CA |
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o War
Hammer Quest o Chess
Master 2000 o Mavis
Beacon Typing Tutor o Star
Wars Chess |
o Mario
is Missing o Mario
Fun with Letters o Mario
Fun with Numbers o Countless
other shovelwear titles |
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Not
a lot of relevant experience here, mostly 2D animation. Which I often
miss. I do love to mention however
that I worked on an NES game. Mindscape was my first real industry job. I was
fantastically lucky to get in with such talented people that were willing to
take the time to show me the ropes. I have always remembered that and tried
to do the same to those I work with. |
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Hardware Vicon
F40, MX40, MCam and M2, Motion Analysis Falcon and
Eagle Digital, Immersion Cyber Glove, Ascension Flock of Birds |
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Software Maya,
Motion Builder, Unreal, Python, Vicon IQ, Diva and Blade, PeelSolve,
Photoshop, Premier |
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Languages Intermediate
Mel and Python , Blade Script (HSL) |
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