I’m Henry Lyons, an animator with 10+ years in the game industry, focused on cinematic character performance, responsive gameplay animation, and in-engine implementation. I originally specialized in performance-driven mocap polish for the Life is Strange franchise, and I’ve since expanded into gameplay animation systems, rigging, and real-time VFX—especially using Unity to help make action readable and satisfying for players. I enjoy partnering closely with design, engineering, and creative leadership to build animation that supports both storytelling and gameplay. In recent roles, I’ve also leveraged automation and small-team workflows—writing Unity animation state scripts with Python and collaborating with AI-based tools for facial-capture support, tech art needs, and documentation.

Henry Lyons

I’m Henry Lyons, an animator with 10+ years in the game industry, focused on cinematic character performance, responsive gameplay animation, and in-engine implementation. I originally specialized in performance-driven mocap polish for the Life is Strange franchise, and I’ve since expanded into gameplay animation systems, rigging, and real-time VFX—especially using Unity to help make action readable and satisfying for players. I enjoy partnering closely with design, engineering, and creative leadership to build animation that supports both storytelling and gameplay. In recent roles, I’ve also leveraged automation and small-team workflows—writing Unity animation state scripts with Python and collaborating with AI-based tools for facial-capture support, tech art needs, and documentation.

Available to hire

I’m Henry Lyons, an animator with 10+ years in the game industry, focused on cinematic character performance, responsive gameplay animation, and in-engine implementation. I originally specialized in performance-driven mocap polish for the Life is Strange franchise, and I’ve since expanded into gameplay animation systems, rigging, and real-time VFX—especially using Unity to help make action readable and satisfying for players.

I enjoy partnering closely with design, engineering, and creative leadership to build animation that supports both storytelling and gameplay. In recent roles, I’ve also leveraged automation and small-team workflows—writing Unity animation state scripts with Python and collaborating with AI-based tools for facial-capture support, tech art needs, and documentation.

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Work Experience

Animation & VFX
January 1, 2025 - December 31, 2025
Created rigs and gameplay animations for characters and mechanical objects. Built real-time particle effects in Unity—including smoke, sparks, and explosions—to improve gameplay reactivity and readability.
Technical Animator at Deck Nine Games
January 1, 2025 - Present
Created and refined responsive gameplay animation sets for locomotion, golfing, melee combat, and driving. Wrote Python scripts to help implement animation states in Unity alongside gameplay controls. Due to a small remote team, collaborated with AI-driven workflows for scripting and tech art support to keep systems efficient and consistent.
Cinematic Animator
January 1, 2017 - December 31, 2024
Animated cinematic character performances and polished motion capture animation. Partnered with cinematic directors to shape character acting and narrative beats, and refined locomotion and gameplay animation sets captured through mocap. Also built supporting training datasets and documentation for an AI-driven facial capture pipeline.
Cinematic Artist
January 1, 2014 - December 31, 2015
Blocked out in-game cinematics by establishing camera composition and motion, shot sequencing, and timing to support narrative delivery and pacing.

Education

Diploma, 3D Animation & Visual Effects at Vancouver Film School
January 11, 2030 - August 30, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment
    Henry Lyons - Complete Animation and VFX Demo Reel

    A compilation of some of my cinematic animation work on the Life is Strange series, as well as some of my creature animation and VFX work on the augmented reality game Monster Forge.

    Henry Lyons - Cinematic Demo Reel

    A compilation specifically of some of the many shots I worked on in the Life is Strange series. My role in these clips was as an animator cleaning up captured facial and mocap data and refining it into a polished animated performance for cinematic game scenes.