
+ BreakDowns +
• Animated 3D cartoony to hyper-realistic characters, creatures, and assets on diverse projects and led/supervised team animation.
• Animated the world’s most famous IPs fit into the character’s bible under high quality production and collaborated with world-class companies and agencies.
• Cooperated with other team leads, deeply understanding the entire production pipeline to get work done efficiently and smoothly. Restored jobs and set up the scenes to assign shots to animators based on their specialty.
• Worked closely with Directors, Producers and Clients to ensure passing on their super-vision to Animators.
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Junior Animator
(Sept 2017 - Dec 2018)
Senior Animator
(Jan 2022 - current)
Mid Animator
(Jan 2019 - Dec 2021)
• Skills
3D Animating, Rigging, Lighting, Modeling, Texturing
Software : Maya, Substance Painter, Zbrush, Rigging Plugins, Blender​
2D Animating, Character Design, Storyboarding, Concept Arts, Compositing, Doodling, Painting, Storytelling, Illustration
Software : Procreate, Photoshop, After Effect, Premiere Pro, Illustration, Nuke
So, how am I leading/supervising projects?
In order to ensure that our animators have a clear understanding of the characters' movements and personalities,
I conducted an in-depth study
of the character's motions during our collaboration with unique IPs.
As an animation lead, I prioritize effective communication with the animators to ensure that our team is on the same page. To facilitate this, I set up regular meetings, either daily or every other day. Additionally,
I find that visual aids such as quick doodles are more effective than written notes in providing clear feedback and direction for the animators.
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< A rough idea sketch for shots (1)
/ Wholly Guacamole >

< A rough sketch to study the unique IP's essential poses / Disney's Magic Carpet >

< A rough idea sketch for shots (2) / Wholly Guacamole >

< A rough idea sketch for shots (3)
/ Wholly Guacamole >

< A rough sketch for feedbacks to animators (1)
/ School of Motion>

< A rough sketch for feedbacks to animators (2)
/ School of Motion>
I believe that good communication is a crucial skill for any animation lead, as it helps ensure that the animators are moving in the right direction and that the final animation accurately captures the intended vision.

< A rough sketch for feedbacks to animators (3)
/ School of Motion>
+ Project highlights +
EA Sports
< EA Sports FC 24 | Official Announce Trailer >
The client, EA, expressed their preference for utilizing their proprietary game engine pipeline, "Frostbite," for the project. One of the primary challenges was that our team had limited experience with "Frostbite." The task was to integrate the EA FIFA pipeline into our company's existing pipeline. To address this, four team leaders, including myself as the Team Animation Lead, were selected to travel to Vancouver, Canada for a week of specialized training on the pipeline.
​
This initiative represented a new and untested approach, which naturally involved several challenges and risks. However, the project was successfully executed, and the outcome was highly positive. It not only resulted in a solid partnership with EA but also led to the client returning annually with increasing volumes of work, further solidifying our collaboration.
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< End of Day Notes for Team Bangalore Animators -1 >


< A Rough Sketch for Visualizing Notes >
Another challenge I faced was remotely supervising the team in Bangalore. Due to the significant time difference, we had to conduct early morning daily meetings and manage end-of-day work requests. Given the tight timelines, it was crucial that my communication was clear and precise to avoid any misunderstandings, as any miscommunication could result in wasted time and delays. Here are some sample notes illustrating how I communicated with the animators :
< End of Day Notes for Team Bangalore Animators -2>

We were responsible for importing both body and facial motion capture data for over 35 different characters. The process included mapping the captured data and refining the animation to align with "The Mill's" high standards. To efficiently manage this complex task, I developed a detailed chart to organize and track the progress of each character's animation.
As a result, the trailer achieved viewership numbers of 8M and 12M, marking one of the highest view count the client had ever received.
< EA Sports FC 25 | Official Reveal Trailer >
Wholly Guacamole
< Wholly Guacamole - Leave Tricky Avocados to Us >
Wholly Guacamole is a stop-motion-style animation that features five unique characters created from scratch. Fortunately, I had the chance to help develop the characters' acting blend test, so I created the animation bible for Meredith and Susie to ensure consistency with their characteristics.
When designing the motions, I had a clear vision, so I sketched out the motions and poses to effectively communicate with others. It was essentially the process of transitioning 2D drawings into a 3D world. Since I had a deep understanding of these characters, I was given the opportunity to supervise two mid-to-junior-level animators. Over four consecutive years, I completed four projects as the main shot character animator, animating five different characters, which ultimately led to my promotion to lead animator.
< Wholly Guacamole - Don't Sweat the Prep! >
Lupin Lipsync Project

This is a personal project that I wanted to share with you to showcase my workflow in creating an acting animation piece. I used this Lupin rig for the project and created a range of expressions to test it.
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Next, I’m going to study the clip I want to animate and create a walking cycle that reflects the character's mood and personality.
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This project is still in progress, and I’m sharing updates as I make progress.
(Latest update: 3/5/2025)
But Also,
I'm an artist Mari Chung
who always tires to become a better artist.
+ personal projects +