Anthony M Passaniti buzzi@anthonypass.com 818-395-7922.

Evolve - worked on cinematic cutscenes as a Senior Motion Capture Technical Animator.

The Order 1886 - worked on cinematic cutscenes as a Senior Motion Capture Technical Animator.

Harry Potter and the Deadly Hallows Pt 1 & 2- worked on movie as a Camera Tracker/ Match Mover.

The Avengers - worked on movie as a Camera Tracker/ Match Mover/ VFX and Depth Artist.

Captain America - worked on movie as a Camera Tracker/ Match Mover/ Stereographer/ Compositer.

Killzone Shadow Fall - worked on cutscenes as a Senior Motion Capture Technical Animator.

Days Gone - worked on cutscenes as a Senior Motion Capture Technical Animator/ Facial Animator.

Star Wars: Fallen Order - worked on cutscenes as a Senior Motion Capture Technical Animator/ Facial Animator.

Ratchet And Clank: Rift Apart - worked on cutscenes as a Camera Layout Artist/ Previz.

Returnal - worked on cutscenes as a Camera Layout Artist/ Previz.

God Of War Ragnarok - worked on cutscenes as a Senior Animator.

Concord - worked on cutscenes as a Lead Camera Layout Artist/ Previz.

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

Anthony M Passaniti 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 Concord

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 God Of War Ragnarok

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 Returnal

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 Ratchet and Clank:  Rift Apart

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 Star Wars Jedi:  Fallen Order

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.


The order 1886 Days Gone

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 The Order 1886

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 Evolve

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 Killzone 4 Shadowfall

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 Front Mission Evolved

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 Saints Row 2

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 Ghostbusters

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 Bella Sara 2009

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 2010 WWE 2010

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 Wheelman

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 Bella Sara 2008

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 2009 WWE 2009

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 Nike Internet Spot

Nike Internet Spot

Soft: Maya. Comp: Belief Studios

    - Animator -

    Produced compeling animations with a mixer of motion capture and key frame animation.

 



3D Titanic 3D Titanic

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 Hollows part 1 Harry Potter Deadly Hollows part 1

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 The Smurfs

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 2008 WWE 2008

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 2007 WWE 2007

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 2007 E3 WWE 2007 E3

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 Cinematic Shot Production in Unreal

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 Twinblast

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 Execution

Self 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

  


06. Contact

Contact details:

call me: 818 395 7922
visit me: 2960 Larkin Pl
email me: buzzi@anthonypass.com