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John Root

jroot_086@yahoo.com

512-470-7732

Animator

Technical Artist

Character TD / Rigger

Motion Capture Specialist

Cinematics Director

 

 

 

 

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

 

 

 

 

Work Experience

 

 

 

 

 

2007- Current  ImageMovers Digital

Senior MoCap Lead   

Los Angeles, CA

 

 

 

o    A Christmas Carol

o    Mars Needs Moms

o    Yellow Submarine

 

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.

 

 

 

 

2004-2007 iD Software

Lead Animator

Dallas, TX

 

 

 

o    DOOM3 : Resurrection of Evil

o    Enemy Territory : Quake Wars

o    RAGE

 

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.

 

 

 

2002-2004 Outlaw Studios

Creative Director

Austin, TX

 

o    Wrath & Skeller

o    Johnny Whatever

 

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!

 

 

 

2001-2002 Epic Games

Lead Animator

Raleigh, NC

 

o    Unreal Warfare

o    Unreal Tournament 2004

 

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.

 

 

 

1995-2001 Midway Games

Animation Director

Chicago, IL

 

 

o    NFL Blitz

o    NBA Showtime

o    MLB Slugfest

o    Redcard Soccer

o    The Grid

o    Cruisin Exotica

o    NBA HangTime

o    CarnEvil

 

 

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.

 

 

 

1992-1995 Mindscape

Lead Artist

San Rafael, CA

 

 

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

 

 

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.

 

 

 

Hardware

Vicon F40, MX40, MCam and M2, Motion Analysis Falcon and Eagle Digital, Immersion Cyber Glove, Ascension Flock of Birds

 

 

 

Software

Maya, Motion Builder, Unreal, Python, Vicon IQ, Diva and Blade, PeelSolve, Photoshop, Premier

 

 

 

Languages

Intermediate Mel and Python , Blade Script (HSL)