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Cory Collins
Cory Collins
Dad, Artist, Animator
Gainesville, United States

Summary

Award winning animator with a wide variety of skills. Experienced in both cinematic and gameplay animation with strong keyframing ability and motion capture experience. Past work includes short films, feature length films and next gen gameplay animation.

Specialties: Keyframe and motion capture based animation with Maya, Motionbuilder and Unreal and Unity game engines.
Strong traditional and 2d skills include maquette sculpture and physical prototyping.
Developing assets and characters from concept to completed asset, with mesh, textures, rigs and animations in a short development cycle.
Organizing and managing outsource and off site art teams.
Experienced both as an outsource vendor, as well as an outsource customer for both domestic and offshore production.

Skills

2D AnimationDigital Painting3D AnimationDigital SculptingLow-poly ModelingSculpting

Software proficiency

After Effects
After Effects
Blender
Blender
Maya
Maya
Mudbox
Mudbox
Photoshop
Photoshop
Unreal Engine
Unreal Engine
Unity
Unity
Premiere
Premiere
MotionBuilder
MotionBuilder

Reel

Productions

    • Movie
      Pungo:A Witch's Tale
    • Year
      2021
    • Role
      Character Animator, Rigging Artist
    • Company
      Eagle Films
    • Movie
      The Box (Celica)
    • Year
      2017
    • Role
      Rigging, Mesh building, Animation
    • Company
      Bug Brain Animation
    • Video Game
      The Walking Dead
    • Year
      2012
    • Role
      Animator
    • Company
      Six Shooter Games
    • Video Game
      Jurassic Park: The Game
    • Year
      2011
    • Role
      Animator
    • Company
      Darkside Games
    • Video Game
      Aliens: Colonial Marines
    • Year
      2013
    • Role
      Animator
    • Company
      Darkside Games
    • Video Game
      World Gone Sour
    • Year
      2010
    • Role
      Animator
    • Company
      Darkside Games
    • Video Game
      Spec Ops: The Line
    • Year
      2012
    • Role
      Animator
    • Company
      Shadows in the Dark
    • Movie
      Despiser
    • Year
      1996
    • Role
      Modeler, Animator
    • Company
      Eagle Films
    • Movie
      Chicory and Coffee
    • Year
      2009
    • Role
      Animator
    • Company
      Bug Brain Animation
    • TV Production
      Malice
    • Year
      2014
    • Role
      Animator, FX Artist
    • Company
      Eagle Films

Experience

  • Animation Director at Shadow Health
    Gainesville, United States of America
    August 2011 - Present

    Develop and create 3D assets characters, sets, props, and tools for healthcare education software. Animate characters, medical instruments and tools for various scenarios and tests performed in the class modules. Create 2D assets such as icons, diagrams, UI images for the software, manuals, and promotional materials.

  • Animation Director at Six Shooter Games
    Gainesville, United States of America
    May 2010 - August 2012

    Animation Director and Outsource Art Lead. Design, animate, implement animation for in house game projects, coordinate outsource talent and assets.

    Led team of four animators editing and adding transitions poses to over 500 dance animations for Pipeworks Software's "Dancing with the Stars: Keep Dancing". Animated cameras for dynamic camera system.

    Supplied hundreds of icons for scoring and leveling UIs for "Dancing with the Stars: Keep Dancing".

    Led team of five animators working on Telltale Games "The Walking Dead". We animated about 50 shots for the series.

  • Senior Animator at Darkside Games
    Coral Springs, United States of America
    November 2010 - July 2011

    Set up the studios Maya, MotionBuilder to Unreal Pipeline. Animated for various studio and outsource projects.

    Projects include:

    -"Spec Ops: the Line" for 2K Software. Animated characters and vehicles for multiplayer version of the game. Helped develop a "parts swapping" system for varying characters and weapons. Set up chopper attacks and pathing in Unreal Matinee. Created pre-calculated physics for sandflows and building/set destruction sequences.

    - "Brothers in Arms Furious Four" for Gearbox Software. Animated characters and developed pre calculated physics simulations for an "on rails" sequence that included the destruction of guard shacks, a tunnel cave in sequence and various destruction of props along the way.

    - "Sour Patch Kids: Sour World " for Fuel Industries/BitHeads Software. Created, rigged, animated hero character mesh, bubblegum sentry mesh, flying fire cracker bird, nacho cheese shooter. Rigged and animated "Dolly Doll" boss character.

  • Animator, Lead Animator at Ignition Entertainment
    Gainesville, United States of America
    May 2008 - October 2010

    Direct three animators, one technical animator and one rigging artist in the day to day operation of the animation department. Duties include blocking out critical animations, assigning animation tasks, checking completed animations for style and technical consistency. Work directly with game designers, tech department and level scripters to insure smooth integration of animations from design all the way through implementation into Unreal game engine.

    Create shotlists, motionlists, arrange for and direct motion capture shoots at House of Moves, Orlando Florida.