
DAVE TULLY

CHARACTER ANIMATION · CINEMATIC STORYTELLING · REALTIME ENTERTAINMENT
Dave Tully
Character Animation \ Cinematic Storytelling \ Realtime Entertainment
dtullyanimation.com
Summary
Character animator with extensive experience in cinematic storytelling, real-time development and immersive gameplay character performance. Proven leader and collaborator in animation direction thru agile content pipelines. Adept at bridging storytelling with technology while blending keyframe, mocap and procedural workflows in creating the best performance-driven experiences from concept to scalable content across games, cinematics, and interactive media.
Skills / Tools / Workflows
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Animation and engagement: emotional performance, cinematic acting, character expressiveness, VO acting
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State machine and pipeline development for both scripted cinematic, gameplay animation Unreal Engine, Unity, Live Link, Maya, Perforce
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Motion capture and rigging, full-body and hand mocap, facial performance workflows and setup: mGear Framework, Movella Xsens, Manus, Move AI, Livelink workflows
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Character content development tools: Maya, Substance Painter, ZBrush, Adobe Suite, Marmoset
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Pre-production for concept, storyboarding, pre-viz and rapid prototyping
Experience
Animation Director, Creative Lead
The Motion Shop – San Diego, CA | Feb 2018 – Present
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Provide animation direction, hand keyed, motion capture integration, rapid prototyping, previz and workflow dev across real-time cinematic, and interactive projects
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Guide preproduction through to final implementation with a focus on emotionally driven character performances in a wide range of styles and experiences
Lead Animator
Eyes Out – Remote Global Team | Nov 2021 – Present
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Animation lead for Sleep Awake, upcoming survival horror game focused on narrative, atmosphere and emotional tension
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Developed animation pipelines to support real-time storytelling and character engagement
Lead Animator, Technical Animator
Jam City - Carlsbad, CA | Apr 2019 – Jun 2021
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Animation direction on gameplay, cinematics and character content development for all games
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Developed prototype for HDTV meta game
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Helped refactor and scale Unity-based pipelines for evolving IP
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Shipped:
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Cookie Jam
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Cookie Jam Blast
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Lead Animator, 3D / 2D Artist
Zynga - Carlsbad, CA | January 2012 – April 2019
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Led cinematic and in-game animation across multiple high-profile franchises
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Key contributor to rapid prototyping, playable demos and new IP incubation
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Shipped:
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Harry Potter: Puzzles & Spells
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Game of Thrones: Slots Casino
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Wonka’s World of Candy
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Wizard of Oz: Magic Match
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Farmville: Harvest Swap
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Ninja Kingdom
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Bubble Safari and others
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Bubble Safari Ocean
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3D Shot Animator (Contract)
Motion Logic Studios - Los Angeles, CA | October 2011 – December 2011
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Staging, pre-viz and animation shot polish to character animations on a feature release for Warner Bros
Lead Animator, 3D Artist, Game Designer
Limbic Software - Palo Alto, CA | July 2010 – January 2012
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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:
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Zombie Gunship
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Nuts!
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Lead Animator, Prototype Lead Artist, Co-inventor
Wowwee International - Carlsbad, CA | April 2008 – July 2011
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Art and animation lead on conceptual product development and AR applications
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Co-inventor on multiple interactive toy lines, combining physical play with digital features
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Created previsualization, 2D concepts, and promotional content for launches
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Shipped:
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Paper Jamz / Paper Jamz Pro (Toy of the Year 2010)
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AppGear AR Mobile App Series
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Roborover
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Lightstrike
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Senior Animator, 3D Artist
Concrete Games / THQ - Carlsbad, CA | November 2005 – February 2008
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In-game and cinematic character animator on flagship product Revolución
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Character animation support for HUD select on Saints Row II (Volition, THQ)
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Character animation gameplay prototyping and vertical slice development
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Shipped:
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Saints Row II
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Homefront (from Revolución prototype)
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Senior Animator, Senior Artist
Midway Home Entertainment – San Diego, CA | April 2005 – November 2005
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In-game and cinematic character animation for Gauntlet: Seven Sorrows (PS2, Xbox, GameCube)
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Managed character setup, modeling, and rigging for multiple platforms
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Shipped:
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Gauntlet: Seven Sorrows
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Lead Cinematic Animator
High Moon Studios - Carlsbad, CA | July 2003 – March 2005
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Cinematic animation lead
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In-game and cinematic character animation, character setup, rigging direction
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Shipped:
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Darkwatch
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Invasion LA (Unreleased Demo)
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Senior Animator \ 2D \ 3D Artist
Rockstar San Diego\ Angel Studios - Carlsbad, CA | February 2000 – July 2003
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Character animation, modeling, and conceptual art for multiple titles
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Contributed to both gameplay systems and cinematic sequences
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Shipped:
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Red Dead Revolver
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Transworld Surf
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Rebirth: Oni II (Unreleased demo)
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Featured Launched Game Links
🎮 Darkwatch 🎮 Red Dead Revolver 🎮 Saints Row 2
🎮 Zombie Gunship 🎮 Harry Potter: Puzzles & Spells 🎮 Game of Thrones: Slots 🎮 🎮Gauntlet: Seven Sorrows 🎮 Wonka's World Of Candy 🎮 Ninja Kingdom
Education
Sept. 1986 - May 1989 Grossmont College, San Diego, CA--Fine Art / Art History / Illustration - Associate OF Arts, AA
Sept. 1990 - March 1993 New York University, New York City – Fine Art / Art History / Industrial Design - Continuation Arts Degree
2001-2008 Watts Atelier, Encinitas, CA – Various continuation courses in fine art, life drawing, conceptual design and illustration
🎮 Harry Potter: Puzzles & Spells
Early Career / 2D Animation Experience
2D Character Animator / Storyboard Artist
Wild Brain, Inc. – San Francisco, CA | 1996 – 1998
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Created expressive hand-drawn animation for commercial and television projects, integrating traditional and digital workflows
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Focused on character performance, gesture, and visual storytelling across short-form narrative content
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Worked closely with directors and storyboard teams to shape tone, pacing, and emotion
2D Animator / Assistant Animator
Colossal Pictures – San Francisco, CA | 1994 – 1996
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Contributed to broadcast IDs, music videos, and high-profile advertising campaigns as an assistant animator and clean-up artist
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Developed a strong foundation in animation timing, appeal, and stylized movement
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Exposure to early multimedia formats and hybrid production pipelines