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James Morris
James Morris
Senior/Lead Animator
Kyle, United States

Summary

I have been working professionally for about 15 years; 9 of which have been in games and for the past 7, I've been teaching the next generation of Game, Film and Design content developers. I create animations, 3D Models, Concept Art, Web Prototypes as well as image, photo and video manipulation.

I've been fortunate to create 2D and 3D content for In-Game Animations and Cinematics for Real-Time Rendering, Promotional Material, UI Layouts and Designs, Short Films and Commercial assets. Because of all this, I consider myself a true content creator and digital generalist.

Skills

Concept ArtRenderingUser Interface DesignWeb Design3D Animation3D ModelingLightingMotion CaptureTexturingCharacter Animation

Software proficiency

Maya
Maya
3ds Max
3ds Max
MotionBuilder
MotionBuilder
Unreal Engine
Unreal Engine
Photoshop
Photoshop
Illustrator
Illustrator
Substance 3D Painter
Substance 3D Painter
After Effects
After Effects
Unity
Unity
ZBrush
ZBrush
Quixel Suite
Quixel Suite
Perforce
Perforce
Jali Facial Animation System
Jali Facial Animation System
SGX - Speech Graphics
SGX - Speech Graphics

Reel

Productions

    • Video Game
      New World Aeternum
    • Year
      2024
    • Role
      Senior Animator
    • Company
      Blind Squirrel Games
    • Video Game
      Delta Force: Hawk Ops
    • Year
      2024
    • Role
      Senior Animator
    • Company
      Blind Squirrel Games
    • Video Game
      Colossal Kaiju Combat
    • Year
      2014
    • Role
      Lead Character Animator
    • Company
      Sunstone Games
    • Video Game
      Breach
    • Year
      2011
    • Role
      Artist
    • Company
      Atomic Games
    • Video Game
      Six Days in Fallujah - Unreleased
    • Year
      2009
    • Role
      Animator
    • Company
      Atomic Games
    • Video Game
      Iron Chef America: Supreme Cuisine
    • Year
      2008
    • Role
      Artist
    • Company
      Destineer Studios
    • Video Game
      Summer Sports 2: Island Sports Party
    • Year
      2008
    • Role
      Motion Capture Engineer
    • Company
      Destineer Studios

Experience

  • Animation Lead at MERLYN LABS
    Remote, US
    November 2024 - Present

    • Oversee the production and quality of gameplay animations, ensuring consistency across the board.

    • Craft dynamic in-game and cinematic animations for characters, props, and cameras, enhancing the overall player experience.

    • Integrate and test art assets into Unreal Engine 4/5 ensuring full functionality and seamless gameplay integration.

    • Collaborate with design and engineering to ensure smooth implementation of animations into the game engine.

    • Create and maintain animation blueprints, state machines, blendspaces, and montages within Unreal 4/5

    • Construct and maintain rigs for unique characters through the development process

    • Support and implement animation content, and fine tune parameters for gameplay animation

    • Investigate, identify, and improve pipeline, optimize workflows and tools, setting best practices/standards streamlining the animation process

  • Sr Animator at Blind Squirrel Games
    Irvine, CA, US
    May 2022 - August 2024

    • Lead by example, guiding a team of animators to seamlessly implement high-quality in-game animations within Unreal Engine.

    • Oversaw the production and quality of gameplay animations, ensuring consistency across the board.

    • Crafted dynamic in-game and cinematic animations for characters, props, and cameras, enhancing the overall player experience.

    • Captured, cleaned, and refined motion capture data for cinematic and in-game features, maintaining high standards of animation quality.

    • Executed pre-visualization and scene assembly for in-game cinematics and cutscenes, contributing to narrative impact.

    • Integrated and tested art assets into Unreal Engine 4/5 and Lumberyard ensuring full functionality and seamless gameplay integration.

    • Developed complex state machines, animation Blueprints, and blend spaces to enhance gameplay fluidity and responsiveness.

    • Collaborate with the design and programming teams to ensure smooth implementation of animations into the game engine.

    • Partnered with designers and animation teams to develop detailed motion capture shot lists and schedules, streamlining production.

  • Instructor at Century College
    White Bear Lake, MN, US
    September 2017 - May 2022

    • Re-designed and implemented the 3D Animation Program to increase student enrollment, retention and placement within the local community and abroad.

    • Optimized departmental budgeting, scheduling, and resource management, ensuring the allocation and efficiency of resources.

    • Managed resource allocation across multiple departments, optimizing productivity and workflow.

    • Challenged, engaged and mentored students to encourage participation and personal growth.

    • Directed programmatic evaluations, crafting and executing strategies that drove continuous improvement and development across the department.

  • Product Visualization Artist at Janus Razors
    Woodbury, MN, US
    January 2019 - December 2019

    • Crafted high quality rendering and animations for product promotion

    • Created vector and raster graphics for web and mobile deployment.

    • Developed animations style guides for use in gameplay and cinematics.

    • Created designs, concepts, and sample layouts for user manual and brochures

  • Lead Character Animator at Sunstone Games
    Fridley, MN, US
    June 2013 - March 2014

    • Developed and managed project asset lists, timelines, and resources, ensuring timely and successful final deliverables.

    • Crafted dynamic in-game animations for characters, props, and cameras, enhancing the overall player experience.

    • Integrated and tested art assets into proprietary, ensuring full functionality and seamless gameplay integration.

    • Participate in conceptualizing characters and settings, contributing your expertise to the early stages of game development.

    • Worked closely with design and engineering to implement and improve overall functionality and playability of game.

  • Lead Animator at Bobiam Digital
    Fridley, MN, US
    March 2013 - April 2013

    • Developed and managed animation asset list and appropriate timelines for final deliverables.

    • Lead animation department in the creation of assets including characters, cameras and props for final deliverable.

    • Integrated and tested art assets into Unity game engine ensuring full functionality and seamless gameplay integration.

    • Partnered with designers and animation teams to develop detailed animation lists and schedules, streamlining production.

  • Program Chair at Minneapolis Media Institute
    Edina, MN, US
    September 2011 - August 2017

    • Optimized departmental budgeting, scheduling, and resource management, ensuring the allocation and efficiency of resources.

    • Developed and managed project plans, including objectives, technologies, schedules, funding, and staffing.

    • Managed resource allocation across multiple departments, optimizing productivity and workflow.

    • Guided professional development within the department, significantly boosting employee retention and enhancing skill competency.

    • Directed programmatic evaluations, crafting and executing strategies that drove continuous improvement and development across the department.

    • Prepared and maintained multiple departmental budgets, scheduling and resources.

    • Built new relationships with industry contacts to improve company standing within the community.

    • Conferred with project personnel to identify and resolve problems and developed clear communication processes.

  • Contract Artist at Atomic Games
    Plymouth, MN, US
    March 2010 - June 2011

    • Created animations, screenshots, user interface layouts and other art assets for use in promotional marketing material.

    • Designed art layouts for material to be used on websites for product promotion.

    • Designed mockups and pre-production layouts whenever necessary.

    • Reviewed and assembled final designs for publication and web release.

  • Animator at Atomic Games
    Plymouth, MN
    September 2006 - August 2009

    • Crafted dynamic in-game and cinematic animations for characters, props, and cameras, enhancing the overall player experience.

    • Captured, cleaned, and refined motion capture data for cinematic and in-game features, maintaining high standards of animation quality.

    • Executed pre-visualization and scene assembly for in-game cinematics and cutscenes, contributing to narrative impact.

    • Integrated and tested art assets into [insert game engine here], ensuring full functionality and seamless gameplay integration.

    • Worked closely with design and engineering to implement and improve overall functionality and playability of game.

    • Worked in small SCRUM teams alongside level and audio designers to meet and exceed milestone delivery goals.

    • Collaborated with the core-tech team to develop innovative animation tools, systems, and pipelines, improving production efficiency.