Daniel Moore
@danielmoore3d
Senior animator specializing in hand-key, mocap, and in-game character animation.
What I'm looking for
I am a senior animator with extensive experience hand-keying and editing motion-capture for humanoids, creatures, vehicles and props across stylized and realistic projects.
I have shipped on multiple commercial titles, built animation pipelines, created naming conventions and animation master lists, and collaborated closely with designers, IP holders and other artists to preserve style and polish characters for in-game and cinematic use.
I thrive on creative problem solving, mentoring junior animators, and improving workflows to deliver high-quality animations that meet production constraints and push artistic standards.
Experience
Work history, roles, and key accomplishments
Senior Animator
Player First Games
Jul 2021 - Present (4 years 7 months)
Hand-key animated diverse humanoids and creatures, imported/exported and tested animations in Unreal Engine, and collaborated with designers and IP holders to achieve polished, style-faithful character work.
Senior Animator
SAIC Corporation
Jul 2019 - Jun 2021 (1 year 11 months)
Used hand-key and motion-capture data in Unreal Engine 4 for an unannounced title, created animation master lists and naming conventions, and initiated pipeline and workflow improvements to raise quality and consistency.
Senior Animator
Hi-Rez Studios
Dec 2018 - Jun 2019 (6 months)
Applied hand-key and motion-capture animation for Rogue Company, critiqued team work to maintain consistent quality and art style across character animations.
Hand-key animated a wide variety of humanoids and creatures for World of Warcraft, imported/exported and tested animations in-engine, and reviewed peer work to uphold the WoW art style.
Animator
Sledgehammer Games
Jan 2017 - Aug 2017 (7 months)
Retargeted and cleaned motion-capture data to meet strict timing metrics, set up and tested in-game animations, and directed mocap actors to capture required performance.
Contract Animator
Strength in Numbers Studios
May 2016 - Sep 2016 (4 months)
Animated characters for a third-person combat game in Unreal Engine and instructed/critique junior animators to elevate team animation quality.
Animator
Stardock Corporation
Feb 2014 - Apr 2016 (2 years 2 months)
Animated and rigged characters, buildings and props for in-game and cinematic purposes, maintained asset file structure, and learned rigging to fill production needs.
Contract Animator
Stardock Corporation
Nov 2013 - Feb 2014 (3 months)
Worked remotely as a contractor animating characters for the PC title Sorcerer King, delivering character animations to specification.
Animator
Rocket City Studios
Oct 2011 - May 2013 (1 year 7 months)
Animated humanoid and multi-legged creatures, weapons and props, coordinated with other animators to match styles and assigned deadlines to ensure timely delivery.
Animator
Torn Banner Studios
Oct 2010 - May 2012 (1 year 7 months)
Animated characters, weapons, props and vehicles for Chivalry: Medieval Warfare, collaborating with the team to meet style and schedule requirements.
Education
Degrees, certifications, and relevant coursework
Animation Mentor
Diploma in Advanced Character Animation Studies, Character Animation
Completed the Diploma in Advanced Character Animation Studies, focusing on character animation techniques and industry workflows.
Full Sail University
Associate of Science, Computer Animation
Awarded an Associate of Science degree in Computer Animation, covering animation, rigging, and production pipeline fundamentals.
Availability
Location
Authorized to work in
Portfolio
vimeo.com/DanielMoore3DSalary expectations
Social media
Job categories
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