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: 2025
- Returnal -
- Blocked out scenes in Motion Builder using storyboards and scripts, then transferred the scene to Unreal Engine, completing a final camera pass and final vehicle motion to meet client expectations. - Motion Builder, Unreal
- God Of War Ragnarok -
- Senior Animator - Refined motion capture data to enhance overall animation performance, focusing on prop and environment interactions. Additionally, assisted in setting up real-time environments for motion capture shoots to ensure client needs were met during motion capture sessions. - Motion Builder
- Concord -
- Lead Camera Layout Artist/ Previz - Worked closely with the client to design cinematic scenes, ensuring precise timing, composition, camera lenses, and animation. Streamlined motion capture shoots by aligning client needs with technical requirements for optimal results. Implemented real-time staging solutions to enhance efficiency, averaging 12 cutscenes per day, including facial motion capture. - Motion Builder, Unreal
- 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
- Ratchet And Clank: Rift Apart -
- Camera Layout Artist/ Previz - Led the planning and conceptualization of cinematics based on scripts and client kickoffs. Defined the overall scene feel and rhythm by blocking character and prop timing, including facial posing. Additionally, animated final camera motion and integrated temporary SFX for timing adjustments. - Maya
- 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
03. Videos
Concord
Soft: MotionBuilder, Unreal Engine. Comp: Sony SIE
- Lead Camera Layout Artist/ Previz-
Utilized final scripts and client kickoff materials to previsualize cutscenes in MotionBuilder, incorporating final cameras and audio. Assembled cutscenes with motion capture data and created cameras in Unreal Engine to refine timing for the animation department.
God Of War Ragnarok
Soft: Motionbuilder, Maya. Comp: Sony SIE
- Senior Animator -
Cleaned up motion capture data with a focus on overall animation performance including prop and environment interaction.
Returnal
Soft: Motionbuilder, Unreal Engine. 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 animation department.
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.
04. UE Renders
Cinematic Shot Production in Unreal
Soft: Unreal Engine 5. Comp: Gnomon
Recreated the iconic fight scene from Snatch entirely in Unreal Engine 5. This project showcases a full pipeline of work, including animation, visual effects, and post-processing, all completed within UE5 using high-quality purchased assets.
Twinblast
Soft: Unreal Engine 4. Comp: Anthony M Passaniti
An original concept developed in Unreal Engine 4 using marketplace assets. This cutscene highlights my expertise in creating cinematic productions within the Unreal Engine environment.
05. Resume
A Senior Animator/ Camera Layout Artist with extensive experience in cinematic design and motion capture evaluation; led intricate cinematic scene designs for AAA titles resulting in a 20% increase in scene approval rates. Spearheaded initiatives that refined shoot efficiency by 30%, ensuring alignment between client requirements and technical setups. Recognized for contributions to projects at top-tier companies such as Insomniac Games and Santa Monica Studio while consistently meeting tight deadlines across various productions.
Computer skills:
Game Engine: Unreal and Unity
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
Experience:
Senior Animator | Motion Capture Pipeline Development | High Pressure Deadline ExecutionSelf Employed 06/10 - Present
- Crafted vibrant 3D graphics for the Skrillex 2013 world tour video, various artist demos across multiple platforms, and logo showcases.
- Met the demanding one-month deadline set by the client for the completion of the Skrillex 2013 world tour video.
- Facilitated the development of an efficient motion capture pipeline at Halon, enhancing production workflow and quality.
Lead Camera Layout | Expert in Cinematic Design, Motion Capture Evaluation, and Technical Direction
Sony SIE 01/14 - 03/25
- Collaborated closely with the client to meticulously design cinematic scenes, emphasizing precise timing, composition, camera lenses, and camera animation.
- Evaluated motion capture animated sequences crafted by a versatile group of over 20 artists, across various AAA titles.
- Facilitated seamless motion capture shoots, aligning client needs with the technical specifications for optimal results.
- Implemented real-time staging solutions to enhance productivity, averaging 12 cut scenes daily, including facial motion capture.
Lead Motion Capture Technical Animator | Team Leadership | Real-Time Staging | Game Engine Testing
Sony SIE 06/12 - 07/13
- Assembled and spearheaded a proficient team of motion capture animators, delivering over 60 minutes of polished in-game cutscenes within tight deadlines and under budget constraints for numerous AAA titles, leveraging expertise in team leadership, project management, and animation workflow optimization.
- Implemented real-time staging techniques to streamline production, enabling the capture of over 12 cutscenes daily, encompassing intricate facial motion capture for enhanced realism.
- Conducted rigorous in-game testing of cutscenes to identify and rectify bugs within the game engine, ensuring optimal performance and immersive player experiences.
VFX Artist | Camera Tracking | Stereo Compositing | Workflow Optimization
Stereo D - Deluxe LLC. 05/11 - 06/12
- Initiated stereo compositing of live plates for 4 feature films, including Avengers, Abe Lincoln: Vampire Hunter, Titanic, and Captain America, implementing Maya and Nuke to achieve seamless integration and visual depth.
- Optimized depth of field transfer pipelines between Maya, Nuke, and After Effects, reducing production time by 20% and increasing final output quality for enhanced visual effects.
VFX Artist | Camera Tracking | Stereo Compositing | Budget Management | Deadline Efficiency
Sassoon Film Design 09/10 - 05/11
- Dedicated to crafting captivating stereo compositions by leveraging SynthEyes, PF Track, and Maya to their fullest potential.
- Delivered challenging shots within tight deadlines and budgetary constraints, optimizing camera tracking processes to enhance accuracy and reduce overall post-production time by 20%, while consistently meeting production goals and maintaining high visual quality standards.
Lead Animator | Senior 3D Generalist | Talent Casting | User Experience Design
Logic Junction 01/10 - 06/10
- Developed engaging character-driven animations which allowed seamless interactions on digital displays at the Cleveland Clinic; resulted in a noticeable decrease—over three hours weekly—in staff assistance required during busy periods.
- Conducted in-depth interviews and casting sessions with over 20 potential actresses to identify the best match for animation requirements, achieving a character fit that aligned seamlessly with project objectives.
Lead Cinematographer | Senior 3D Generalist | Asset Management | Motion Capture Pipeline Development
Hydrogen Whiskey Studios 01/05 - 11/09
- Assumed responsibility for orchestrating asset creation aligned with precise client specifications, guaranteeing that all deliverables met rigorous quality standards and were delivered ahead of the agreed timelines by two weeks.
- Perfected specific protocols tailored for capturing high-fidelity animations; ensured consistency throughout productions spanning over six months, enhancing both character realism and client approvals dramatically.
Senior Animator | Animation Conceptualization | Pacing Optimization | Creative Collaboration
Flight 33 Productions 11/08 - 01/09
- Evolved strategies to optimize animation pipeline, which improved overall project timelines; delivered final animations 15 days ahead of schedule while maintaining high quality standards.
Senior Animator | Dynamic Motion Graphics | Brand Alignment
Belief Studios 08/07 - 09/07
- Created compelling visual animations that showcased key football actions like catching and throwing for a high-profile Nike campaign; completed all animations ahead of schedule resulting in higher team productivity by reducing revisions needed after initial drafts.
Education:
Art Institute of Pittsburgh
Bachelor of Science Degree in Computer Animation 2001-2004