Jonathan Cooper
Animation Director
It is my aim to bring this medium of ours kicking and screaming into the public consciousness as the most formidable cultural art-form of our time, having been fortunate enough to have been involved in some of the most noteworthy projects delivering depth and story in recent years. My real interest lies not just in individual animations themselves, nor even just within the discipline of animation, but how we work cohesively as a team to bring characters and story to life.
Work Experience
UBISOFT Montreal
Animation Director
Unannounced Title
Directing animation for a major unannounced title.
Directing animation for a major unannounced title.
May 2010
-
Montreal, Canada
BioWare Montreal
Lead Animator, Remote Team
Mass Effect 2
The first hire into the new studio, I was charged with leading a team to deliver cutscenes for Mass Effect 2, with direction from Edmonton. Beyond creation of several key scenes myself, I established lines of communication, streamlined workflows, and established a culture of excellence at work
The first hire into the new studio, I was charged with leading a team to deliver cutscenes for Mass Effect 2, with direction from Edmonton. Beyond creation of several key scenes myself, I established lines of communication, streamlined workflows, and established a culture of excellence at work
September 2008
- March 2010
Montreal, Canada
Eidos Montreal
Lead Animator
Deus Ex : Human Revolution (Pre-production only)
One of the initial hires into the new studio, I built a strong team and established working practices and standards, directed motion-capture, and helped design numerous animation systems for player and NPC movement, combat and dialogue.
One of the initial hires into the new studio, I built a strong team and established working practices and standards, directed motion-capture, and helped design numerous animation systems for player and NPC movement, combat and dialogue.
June 2007
- September 2008
Montreal, Canada
BioWare
Lead Animator
Mass Effect
As one of the initial leads I established workflows and visual direction for all ingame animation, directed and cleaned mocap, designed systems to handle player and NPC movement, as well as co-designing and establishing the visual direction for cameras and acting in conversations.
Jade Empire
Brought on towards the end of the project, I created several key cinematic sequences, covering both keyframe and mocap acting as well as cinematography.
As one of the initial leads I established workflows and visual direction for all ingame animation, directed and cleaned mocap, designed systems to handle player and NPC movement, as well as co-designing and establishing the visual direction for cameras and acting in conversations.
Jade Empire
Brought on towards the end of the project, I created several key cinematic sequences, covering both keyframe and mocap acting as well as cinematography.
August 2004
- April 2007
Edmonton, Canada
VIS Entertainment
Lead Animator
NARC
I created all player-character animations, as well as designing systems for navigation, climbing and both hand-to-hand and gun combat in this medium-sized sandbox game.
Tom & Jerry
After several months in various roles on small projects, I produced the majority of character animations for this children’s fighting game, as well as the design and creation of several VFX and environmental effects.
I created all player-character animations, as well as designing systems for navigation, climbing and both hand-to-hand and gun combat in this medium-sized sandbox game.
Tom & Jerry
After several months in various roles on small projects, I produced the majority of character animations for this children’s fighting game, as well as the design and creation of several VFX and environmental effects.
August 2000
- August 2004
Dundee, Scotland,
Education
Duncan Of Jordanstone
Bdes (Hons) Animation & Electronic Media
September 1996
- April 2000
Dundee, Scotland,