01. Home
Welcome:
Welcome to Anthony Passaniti's creative world! Explore captivating animation and camera layout artistry through the lens of a seasoned professional. This website is your gateway to Anthony's portfolio, insights, and extensive experience. Get ready to be inspired by stunning visuals and engaging narratives. Welcome to a world of creativity and imagination.
About me:
With years of dedicated work in the animation industry, I have honed my skills and developed a deep passion for crafting visually stunning and engaging storytelling experiences. As a senior camera layout artist, I have mastered the art of capturing dynamic shots, composing scenes, and orchestrating camera movement to enhance narrative impact.
Throughout my career, I have had the opportunity to contribute to a multitude of projects, ranging from animated feature films to television series and video games. I have collaborated closely with directors, production designers, and fellow artists to bring their visions to life through carefully crafted camera layouts. Drawing from my extensive knowledge of cinematic techniques, I ensure that each shot not only supports the narrative but also captivates the audience with its composition and visual appeal.
In addition to camera layout, I have also excelled as a senior animator, breathing life into characters and objects through fluid and believable motion. By combining my skills in camera layout and animation, I am able to create seamless and immersive experiences that resonate with audiences on an emotional level.
As a senior professional in the field, I have mentored and guided aspiring artists, fostering an environment of collaboration and continuous learning. I thrive on pushing creative boundaries and embracing new technologies and industry trends. This mindset enables me to adapt to the ever-evolving landscape of animation, incorporating innovative techniques and tools into my workflow.
This website serves as a platform for me to showcase my extensive portfolio, share insights into my creative process, and connect with fellow artists, animators, and industry professionals. I hope to inspire and collaborate with like-minded individuals who share the same passion for pushing the boundaries of visual storytelling.
Thank you for visiting my website, and I invite you to explore the various sections to delve deeper into my work and artistic journey. Feel free to reach out to me for collaboration opportunities, mentoring, or if you simply want to connect and discuss our shared love for the art of animation and camera layout.
Let's create captivating stories and bring imagination to life through the power of animation and camera artistry!
Anthony Passaniti
02. Demo
Demo: Breakdown
Date: 2020
Demo: Breakdown
- Ratchet And Clank: Rift Apart -
- Camera Layout Artist/ Previz - Setup the planning and conceptualization for cinematics using script and client kickoff. Was responsible for capturing overall scene feel and rhythm by blocking out timing for characters and props including facial posing. Finally I was responsible for animating final camera motion and putting in temp SFX for timing purposes. - Maya
- Star Wars: Fallen Order -
- Senior Motion Capture Technical Animator/ Facial Animator - Led a team of motion capture technical animators through the entire motion capture pipeline including: set up real-time environments, assembled raw data, motion capture clean up, Motion Builder to Maya conversion, solving technical issues, and converted files for Unreal Engine. - Maya, Motion Builder, Unreal
- Days Gone -
- Senior Motion Capture Technical Animator/ Facial Animator - Supervised a team of motion capture technical animators through the entire motion capture pipeline including: set up real-time environments, supervised motion capture shoot, handled technical question during motion capture shoot, ran real-time during capture, speed prop creation, assembled raw data, motion capture clean up, Motion Builder to Maya conversion, solving technical issues, and converted files for Unreal Engine. - Maya, Motion Builder, Unreal
- The Order: 1886 -
- Senior Motion Capture Technical Animator - Led a team of motion capture technical animators through the entire motion capture pipeline including: set up real-time environments, supervised motion capture shoot, handled technical question during motion capture shoot, ran real-time during capture, speed prop creation, assembled raw data, motion capture clean up, Motion Builder to Maya conversion, solving technical issues, and converted files for Unreal Engine. - Maya, Motion Builder
- Evolve -
- Senior Motion Capture Technical Animator - Supervised a team of motion capture technical animators through the entire motion capture pipeline including: set up real-time environments, supervised motion capture shoot, handled technical question during motion capture shoot, ran real-time during capture, speed prop creation, assembled raw data, motion capture clean up, Motion Builder to Maya conversion, solving technical issues, and converted files for Unreal Engine. - 3D Max, Motion Builder, Unreal
03. Videos
Returnal
Soft: Motionbuilder Comp: Sony SIE
- Camera Layout Artist/ Previz -
Used final scripts, and client kickoff to previz cutscenes with final cameras and audio. Assembled cutscenes with motion capture data and created cameras for final timing for animator.
Ratchet and Clank: Rift Apart
Soft: Maya Comp: Sony SIE
- Camera Layout Artist/ Previz -
Used final scripts, and client kickoff to previz cutscenes with final cameras and audio. Pose to pose characters including facial, props and cameras for final timing for animator.
Star Wars Jedi: Fallen Order
Soft: Maya, Motion Builder, Unreal Comp: Sony SIE
- Senior Motion Capture Technical Animator/ Facial Animator -
Led a team of motion editors through the whole pipeline for Star Wars cinematic cutscenes. Also took part in creating realist facial animation with help of our facial motion capture system.
Days Gone
Soft: Maya, Motion Builder, Unreal Comp: Sony SIE
- Senior Motion Capture Technical Animator/ Facial Animator -
Supervised a team of motion editors through the whole pipeline for Days Gone cinematic cutscenes.
The Order 1886
Soft: Maya, Motion Builder, Comp: Sony SCEA
- Senior Motion Capture Technical Animator -
Supervised a team of motion editors through the whole pipeline for The Order 1886 cinematic cutscenes.
Evolve
Soft: Maya, Motion Builder, Unreal Comp: Halon
- Senior Motion Capture Technical Animator -
Created and exacuted a pipeline for motion capture clean up for Evolve cinematic cutscenes.
Killzone 4 Shadowfall
Soft: Maya, Motion Builder, Comp: Sony SCEA
- Senior Motion Capture Technical Animator -
Prepped scenes for motion capture, set up real-time environments, ran real-time during capture, speed prop creation, led team of motion editors, and tested game engine for bugs.
Front Mission Evolved
Soft: Maya, Motion Builder, Comp: Square Enix
- Layout Artist/ Animator/ Cinematographer -
Built scenes from layout stage to final production. Developed motion capture cleanup process to help streamline production flow. Provided artistic eye to help create dynamic cinematography.
Saints Row 2
Soft: Maya, Motion Builder, Comp: THQ
- Motion Capture Technical Animator/ Animator -
Designed motion capture pipeline to suit clients strict deadlines. Generated believable key frame animation blended with motion capture data. Helped to set up renders in a timely manner.
Ghostbusters
Soft: Maya, Comp: Atari
- Motion Capture Technical Animator/ Cinematographer -
Streamlined motion capture process to keep project under budget and on time. Provided dynamic camera moves to help catch viewer's eye. Helped put final polish to animation in Maya.
Bella Sara 2009
Soft: Maya, Comp: Hydrogen Whiskey
- Modeler/ Texture Artist -
Planned and achieved client's overall look in both inside and outside environments. Incorporated appropriate foliage to fit over all look of project for client.
WWE Raw Vs Smackdown 2010
Soft: 3D Max, Comp: THQ
- Lead Cinematographer -
Oversaw all cut scenes to make sure they fit with client's standards. Developed process for all cinematographers to follow including camera placement, and focal length.
Wheelman
Soft: Maya, Motion Builder, Comp: Midway
-Motion Capture Technical Animator/ Cinematographer -
Streamlined motion capture process to keep project under budget and on time. Provided dynamic camera moves to help catch viewer's eye.
Bella Sara 2008
Soft: Maya, Comp: Hydrogen Whiskey
- Modeler/ Texture Artist -
Planned and achieved client's overall look in both inside and outside environments. Incorporated appropriate foliage to fit over all look of project for client.
WWE Raw Vs Smackdown 2009
Soft: 3D Max, Comp: THQ
- Lead Cinematographer -
Oversaw all cut scenes to make sure they fit with client's standards. Developed process for all cinematographers to follow including camera placement, and focal length.
Nike Internet Spot
Soft: Maya, Comp: Belief Studios
- Animator -
Produced compeling animations with a mixer of motion capture and key frame animation.
3D Titanic
Soft: Syntheyes, PF Track, Maya. Comp: Deluxe LLC Stereo D
- Camera Tracker/ Match Mover -
Responsible for stereo compositing live plates for for feature films using Maya and Nuke. Provided more efficient pipeline for depth of field from Maya to Nuke.
Harry Potter Deadly Hallows part 1
Soft: Syntheyes, PF Track, Maya. Comp: Sassoon Film Design
- Camera Tracker/ Match Mover -
Responsible for stereo compositing live plates for for feature films using Maya and Nuke. Provided more efficient pipeline for depth of field from Maya to Nuke.
The Smurfs
Soft: Syntheyes, PF Track, Maya. Comp: Sassoon Film Design
- Camera Tracker/ Match Mover -
Responsible for stereo compositing live plates for for feature films using Maya and Nuke. Provided more efficient pipeline for depth of field from Maya to Nuke.
WWE Raw Vs Smackdown 2008
Soft: 3D Max, Comp: THQ
- Lead Cinematographer -
Oversaw all cut scenes to make sure they fit with client's standards. Developed process for all cinematographers to follow including camera placement, and focal length.
WWE Raw Vs Smackdown 2007
Soft: 3D Max, Comp: THQ
- Motion Capture Technical Animator/ Animator -
Produced compeling animations with a mixer of motion capture and key frame animation. Evaluated game through game engine and set up debug process.
WWE Raw Vs Smackdown 2007 E3
Soft: Maya, Comp: THQ
- Modeler/ VFX Artist -
Planned and achieved client's overall look to fit with WWE specks. Designed tv explosion using the plug in blastcode.
WWE Raw Vs Smackdown 2006
Soft: 3D Max, Comp: THQ
- Motion Capture Technical Animator/ Animator -
Produced compeling animations with a mixer of motion capture and key frame animation. Evaluated game through game engine and set up debug process.
04. Promos
St. Louis Rams Logo
Soft: Adobe Bundle, Comp: Kolab Productions
Effects driven 3D logo for the St. Louis Rams that I designed, directed, edited, and composited.
St. Louis Rams Headshot
Soft: Adobe Bundle, Comp: Kolab Productions
Effects driven headshot for James Laurinaitis of the St. Louis Rams that I designed, directed, edited, and composited.
St. Louis Rams Highlight Reel
Soft: Adobe Bundle, Comp: Kolab Productions
Effects driven highlight reel for James Laurinaitis of the St. Louis Rams that I designed, directed, edited, and composited.
Angelitto's I
Soft: Adobe Bundle, Comp: Kolab Productions
Effects driven promo for Angelitto's Hair Company that I designed, directed, shot, edited, and composited.
Angelitto's II
Soft: Adobe Bundle, Comp: Kolab Productions
Effects driven promo for Angelitto's Hair Company that I designed, directed, shot, edited, and composited.
Angelitto's III
Soft: Adobe Bundle, Comp: Kolab Productions
Effects driven promo for Angelitto's Hair Company that I designed, directed, shot, edited, and composited.
50th Anniversary
Soft: Adobe Bundle, Comp: Kolab Productions
Effects driven promo for aunt and uncle's 50th anniversary that I designed, directed, shot, edited, and composited.
Doug And Tibit
Soft: Adobe Bundle, Comp: Kolab Productions
Effects driven promo for Doug and Tibit of Farouk Systems that I designed, directed, shot, edited, and composited.
Marco And Tommy
Soft: Adobe Bundle, Comp: Kolab Productions
Effects driven promo for Marco and Tommy of Farouk Systems that I designed, directed, shot, edited, and composited.
05. Resume
A Lead Senior Motion Capture Technical Animator/ Facial Animator with over 10 years of experience producing quality animations as a supervisor and solo contributor for multiple AAA titles. Possesses an artistic eye and an enthusiastic talent for learning new software and sharing fresh ideas. Demonstrates a willingness to take on new roles and perform additional tasks to meet the client’s needs.
Education:
Art Institute of Pittsburgh
Bachelor of Science Degree in Computer Animation 2001-2004
www.codeacademy.com 06/12 - Present
Life Drawing – SCEA Sony 06/12 – 07/13
Computer skills:
Operating Systems: Windows 95/98, 2000, ME, and XP
Software:
Graphic Design: Photoshop, and Illustrator
Animation: 3D Max, Maya, Blender, Motion Builder, Mudbox, and Z-brush
Animation Plug-ins: Blastcode, and YMT exporting
Motion Capture: Vicon
Compositing: Premier, After Effects, and Combustion
Web: Dreamweaver, and Flash
Camera Tracking: 3D Equalizer, Boujou, SynthEyes, and PF Tracker
Game Engine: Unreal and Unity
Experience:
SIE Sony Supervisor/ Lead Senior Motion Capture Animator/ Facial Animator 01/14 - Present
- Reviewed motion capture animated scenes from a group of over 20 artist for multiple AAA titles
- Made sure motion capture shoots ran smoothly and fit both needs of client and motion capture team
- Set up real time staging for success capturing more than 12 cut scenes daily including facial motion capture
Kolab Productions Senior 3D Generalist 06/10 - Present
- Created dynamic 3D motion graphics for Skillex 2013 world tour video, multiple platform artist demos, and logo demos
- Finished Skrillex 2013 world tour video in client's strict deadline of one month
SIE Sony Lead Senior Motion Capture Animator/ Facial Animator 06/12 - 07/13
- Helped assemble and lead a team of Motion Editors to finish more than 60 minutes of in game cut scenes on time and under budget
- Set up real time staging for success capturing more than 12 cut scenes daily
- Tested cut scenes in game to help find bugs in game engine
Stereo D - Deluxe LLC. VFX Artist/ Camera Tracking 05/11 - 06/12
- Responsible for stereo compositing live plates for for feature films using Maya and Nuke
- Provided more efficient pipeline for depth of field from Maya to Nuke/ After Effects
Sassoon Film Design VFX Artist/ Camera Tracking 09/10 - 05/11
- Committed to creating compelling stereo comps using SynthEyes, PF Track, and Maya
- Helped to finish most difficult shots under budget and in prompt manner
Logic Junction Lead Animator/ Senior 3D Generalist 01/10 - 06/10
- Built life like receptionists animations for Cleveland Clinic way-finders
- Interviewed and casted ideal actress to fit client's animation needs
Hydrogen Whiskey Studios Lead Cinematographer/ Senior 3D Generalist 01/05 - 11/09
- Accountable for organizing asset creation to client's needs
- Assisted in making pipeline for company's whole motion capture process
Flight 33 Productions Senior Animator 11/08 - 01/09
- Collaborated in coming up with pacing and over all animation appeal
Belief Studios Senior Animator 08/07 - 09/07
- Responsible for designing running, tackling, catching, and throwing football animation for Nike internet spot