
DAVE TULLY
Character Animator • Character Content Developer • Cinematic Storyteller
dtullyanimation.com • dtullyanimation@gmail.com • LinkedIn
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SUMMARY
Character animator and character content developer for gameplay animation, cinematic storytelling, and real-time performance using hand-key and motion capture animation. Supporting teams by building animation pipelines and scalable character workflows in Maya, Unreal Engine, and Unity, delivering character animation for gameplay and cinematic production across a range of styles and real-time platforms.
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SKILLS AND WORKFLOWS
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Character Animation: Expert hand-key animation and motion capture integration (Gameplay, Cinematics, Acting, Performance).
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Technical Rigging and Setup: Custom character development, look-dev, and complex face/body rigging (mGear, Maya, HIK, Advanced Skeleton) building retarget-ready implementation workflows.
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Digital Human Pipelines: MetaHuman Creator, Mesh-to-MetaHuman, MetaHuman Animator, ARKit-based facial rigs, and full performance capture and retarget workflows.
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Animation Leadership: Mentorship, previs, storyboarding, shot layout, and cinematic camera work from blockout to final.
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Scalable Character Systems: Visual scripting, state machines, blend trees, Animation Blueprints, universal rig authoring, in engine previs and final authoring, prop support (UE5, Unity, Maya and various 3rd party plugins).
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Motion Capture: Full-body and facial capture pipelines including Xsens, Manus, Live Link, and Move AI, with retargeting and finalization (Xsens, Manus, Live Link, Move AI).
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Collaboration: Cross-disciplinary work with Design, Engineering, Tech Art, and Narrative in Agile production environments.
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TOOLS AND DEV TECH
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Engines: Unreal Engine 5.4 - 5.7 (Control Rig, Sequencer, Animation Blueprints, Core Blueprints), Unity 6.3 (Mecanim, Timeline, Cinemachine).
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DCC: Maya (Control Rig, Anim Layers, Time Editor), ZBrush, Substance Painter.
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Motion Capture Tech: Xsens, Manus, Move AI, Maya HIK, Live Link, Metahumans Workflows, ARKit Facial Capture, Perforce.
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Audio Tools: Previz and post finalizing relative to animation for VO, ambient audio and Foley in Reaper, FL Studio, Ableton.
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PROFESSIONAL EXPERIENCE
Animation Lead | Previz Lead
Studio Gerrard – Remote | May 2025 – Present
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Direct all character animation and previs for gameplay and in-game cinematics on an unannounced title.
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Designed scalable character pipelines supporting real-time gameplay and high-fidelity narrative delivery.
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Collaborate with creative leadership to define character performance language and stylization early in production.
Animation Lead | Creative Lead
The Motion Shop – San Diego, CA | Feb 2018 – Present
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Provide high-level animation direction and hands-on performance leadership across cinematic and interactive projects.
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Oversee end-to-end mocap pipelines, from pre-production through final engine integration.
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Maintain technical efficiency and rapid iteration speeds across a spectrum of platforms and artistic styles.
Lead Animator
Eyes Out – Remote Global Team | Nov 2021 – December 2024
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Animation lead for Sleep Awake, survival horror game focused on narrative, atmosphere and emotional tension
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Principal Contribution: Built character animation systems for full-body and ARKit facial capture, supporting seamless gameplay-to-cinematic transitions.
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Mentorship: Mentored Junior Animators and Associate Artists in pipeline efficiency and Unreal/Maya content development.
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Oversaw and led co-development of 13 unique gameplay and cinematic characters, including models and rigs for all NPCs and player characters, to support scalable animation pipelines.
Lead Animator | Technical Animator
Jam City - Carlsbad, CA | Apr 2019 – Jun 2021
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Directed gameplay and cinematic animation for high-scale mobile titles and playable demos in Unity engine.
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Principal Contribution: Led the refactoring of top-grossing IP from legacy tech to modernized, scalable Unity animation pipelines.
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Mentored cross-disciplinary artists in Unity/Maya character workflows.
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Core contributor to rapid prototyping, playable demos, and new IP incubation
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Shipped titles include: Cookie Jam, Cookie Jam Blast, and rapid prototype For HDTV Match meta game in Unity
Lead Animator | 3D / 2D Artist
Zynga - Carlsbad, CA | January 2012 – April 2019
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Led cinematic and in-game animation, including character pipeline development for global franchises such as Harry Potter: Puzzles And Spells,
Wonka’s World Of Candy and Farmville Harvest Swap.
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Core contributor to rapid prototyping, playable demos, and new IP incubation.
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Directed in-game cinematic mini-series The Adventures of Bubbles and Buttercup
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Mentored cross-disciplinary artists in Unity/Maya character workflows.
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Shipped titles include: Harry Potter: Puzzles & Spells, Wonka’s World of Candy, Wizard of Oz: Magic Match, Farmville Harvest Swap, Game of Thrones: Slots, Ninja Kingdom, Bubble Safari, Bubble Safari Ocean
Lead Animator | Character Content Developer | Cinematic Lead
Limbic Software - Palo Alto, CA
Remote mobile game development team focused on rapid iteration and small-team production.
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Led animation and co-designed two top-selling mobile titles
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Directed animation across gameplay, UI, trailers, and promotional media
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Developed visual identity and animation systems to support long-term live service
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Shipped titles include: Zombie Gunship, Nuts!
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SELECTED FOUNDATIONAL EXPERIENCE (2000–2011)
THQ, Midway, High Moon Studios, Rockstar San Diego, Limbic Software
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Senior and Lead roles contributing to AAA, multi-platform Midcore and mobile titles. Established character pipelines and led cinematic sequences.
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Shipped Titles include: Red Dead Revolver, Darkwatch, Saints Row 2, Zombie Gunship, Gauntlet: Seven Sorrows, Transworld Surf.
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SHIPPED TITLES INCLUDE:
Sleep Awake Red Dead Revolver Darkwatch Ninja Kingdom
Saints Row 2 Homefront Wonka’s World Of Candy Transworld Surf
Zombie Gunship Gauntlet: Seven Sorrows Harry Potter: Puzzles & Spells
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ADDITIONAL 2D ANIMATION | STORYBOARDING EXPERIENCE
Wild Brain, Inc. | Colossal Pictures | Mondo Media - San Francisco, CA
Hand drawn 2D animation, storyboarding, and broadcast production across character-driven media projects.