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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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.
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.
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