With over two decades of experience across defense, gaming, and multimedia, I specialize in blending cinematic artistry with technical precision. I’ve led award-winning teams, directed high-impact visual content for advanced programs, and architected production pipelines for everything from warhead simulations to ocean dynamics. My career spans: • Game development (3 published titles, 900+ animations) • Concept design and prototyping (DARPA projects, matte painting, fluid sims) • Corporate and proposal media (Lockheed, Arthur Anderson, Ugly Duckling, Hitachi) • Music video integration (MTV/VH1 feature for Black Eyed Peas) I bring hands-on mastery in 3ds Max, Unreal Engine, Maya, Blender, and advanced FX tools like FumeFX, Phoenix, and RealFlow. Whether it’s look dev, UI/UX, or cinematic storytelling, I thrive at the intersection of art direction and workflow innovation.

Geoff Neale

With over two decades of experience across defense, gaming, and multimedia, I specialize in blending cinematic artistry with technical precision. I’ve led award-winning teams, directed high-impact visual content for advanced programs, and architected production pipelines for everything from warhead simulations to ocean dynamics. My career spans: • Game development (3 published titles, 900+ animations) • Concept design and prototyping (DARPA projects, matte painting, fluid sims) • Corporate and proposal media (Lockheed, Arthur Anderson, Ugly Duckling, Hitachi) • Music video integration (MTV/VH1 feature for Black Eyed Peas) I bring hands-on mastery in 3ds Max, Unreal Engine, Maya, Blender, and advanced FX tools like FumeFX, Phoenix, and RealFlow. Whether it’s look dev, UI/UX, or cinematic storytelling, I thrive at the intersection of art direction and workflow innovation.

Available to hire

With over two decades of experience across defense, gaming, and multimedia, I specialize in blending cinematic artistry with technical precision. I’ve led award-winning teams, directed high-impact visual content for advanced programs, and architected production pipelines for everything from warhead simulations to ocean dynamics.
My career spans:
• Game development (3 published titles, 900+ animations)
• Concept design and prototyping (DARPA projects, matte painting, fluid sims)
• Corporate and proposal media (Lockheed, Arthur Anderson, Ugly Duckling, Hitachi)
• Music video integration (MTV/VH1 feature for Black Eyed Peas)
I bring hands-on mastery in 3ds Max, Unreal Engine, Maya, Blender, and advanced FX tools like FumeFX, Phoenix, and RealFlow. Whether it’s look dev, UI/UX, or cinematic storytelling, I thrive at the intersection of art direction and workflow innovation.

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Work Experience

Production Supervisor / Senior Design Engineering Manager / VFX Artist at Raytheon Technologies
August 1, 2011 - November 12, 2025
Developed and lead concept designs, project animations and oversaw production on various Raytheon Corporate, Business Development, Advanced Programs, and Proposal teams of Raytheon and DOD entities. Responsible for creative direction and visual standards of a 12-man team, creating award winning, engaging, visual design content, shorts, and stills. Established talent pool and set up team for 5-man sister site in Huntsville. Provided Art Direction, Look dev, VFX, UI/UX and concept designs to various projects supporting Raytheon and DOD contracts.
Technical Director / Senior VFX Artist / Project Lead at Raytheon Missile Systems
August 1, 2011 - August 1, 2011
Senior visual FX artist on team of 12 artists and mentor junior staff. Responsible for all aspects of production including modeling, texturing, lighting, compositing, tracking, and fluid simulations based VFX. Stood up matte painting, fluid dynamics sims, and set extension pipeline for team, turning local geographies into current areas of operation. Served as conceptual artist and vehicle designer for several DARPA projects leading to prototype production and funding. Developed workflow and pipeline solutions for warhead simulations and open water ocean dynamics systems in 3d environments.
Lead Animator at Running with Scissors
December 31, 2004 - December 31, 2004
Published 3 Published games as Lead Animator. Produced over 900 in-game animations. Responsible for all animation content, motion capture, vehicular models and textures. Created pre-rendered cut scenes for in-game cinematics, including rigging of character models, skeletal systems, lighting, rigid-body dynamics, terrain, particle systems, volumetric effects and ray-traced rendering. Served in a more technical role working on particularly tricky effects and procedural shots involving cloth and crowd simulation, advanced rigid dynamics, fluid, and volumetric elements. Coordinated efforts of contract and in-house game artists to provide consistent look and asset workflow. Edited in-game footage for ESRB ratings board and marketing usage. Captured, composited, and edited in-game footage for Black Eyed Peas “Where is the Love?” music video as seen on MTV and VH1.
Industrial Illustrator / 3D Animator at Raytheon Missile Systems
May 31, 2002 - May 31, 2002
Developed technically correct illustrations and animations for various weapon systems and projects. Created storyboards, models, lighting, and animations leading to development of signature and marketing animations for Close In Weapons Support including Phalanx and Directed Energy Weapons, developed marketing vignettes for Tactical Tomahawk systems. Established and grew 3d visualization capabilities for the Raytheon corporation. Received several awards and citations for achievements in Tactical Tomahawk Penetrator Variant animations showcased at Pentagon. Worked directly with engineers and project leads to maximize technical accuracy.
3D Generalist / FX Artist / Compositor at Morning Light Media
April 1, 2001 - April 1, 2001
Served as primary animator/effects artist for multimedia boutique. Created game cinematics, commercials, corporate videos, storyboards, and theatric logos for EBAA Iron, Autogas Systems, and Majestic. Created complete CG scenes as well as effects shots in support of animation and television production. Designed flash pages for ACU, Due West, CottonWood, and Brenda Murphy Studios. Freelance artist/animator for a variety of projects utilizing illustration, modeling, surfacing, lighting, and animation skills in corporate visualization and commercials. Clients included Arthur Anderson, Lockheed, Ugly Duckling, Iwatsu, and Hitachi.
Production Supervisor/Senior Design Engineering Manager/VFX Artist at Raytheon Technologies, Tucson, AZ
August 1, 2011 - November 19, 2025
Led concept designs, project animations, and production across Raytheon Corporate, Business Development, Advanced Programs, and DoD proposals. Directed a 12-person creative team, establishing visual standards and producing award-winning design content, shorts, and stills. Established a talent pool and set up a 5-person sister site in Huntsville. Served as project lead and art director, providing art direction, look development, VFX, UI/UX, and concept designs for multiple Raytheon and DoD contracts.
Technical Director/Senior VFX Artist/Project Lead at Raytheon Missile Systems, Tucson, AZ
August 1, 2011 - August 1, 2011
Senior visual FX artist on a 12-person team. Responsible for all production aspects including modeling, texturing, lighting, compositing, tracking, and fluid simulations-based VFX. Stood up matte painting, fluid dynamics simulations, and set extension pipelines. Conceptual artist and vehicle designer for DARPA projects leading to prototype production and funding. Developed new techniques and workflows, guiding the team's visual and technical direction. Created workflows for warhead simulations and open-water ocean dynamics in 3D environments.
Lead Animator at Running with Scissors, Tucson, AZ
January 1, 2004 - January 1, 2004
Lead animator for 3 published games; produced over 900 in-game animations. Responsible for all animation content, motion capture, vehicular models and textures. Created pre-rendered cut scenes for in-game cinematics, including rigging of character models, skeletal systems, lighting, rigid-body dynamics, terrain, particle systems, and ray-traced rendering. Coordinated efforts of contract and in-house artists to ensure asset workflow; edited in-game footage for ESRB ratings and marketing; produced in-game footage for Black Eyed Peas video which aired on MTV/VH1.
Industrial Illustrator/3D Animator at Raytheon Missile Systems, Tucson, AZ
May 1, 2002 - May 1, 2002
Developed technically accurate illustrations and animations for various weapon systems and projects. Created storyboards, models, lighting, and animations for signature and marketing presentations, including Close In Weapons Systems such as Phalanx and Directed Energy Weapons. Built 3D visualization capabilities and contributed to award-winning Tactical Tomahawk penetrator animations; collaborated with engineers and project leads to maximize technical accuracy.
3D Generalist/FX Artist/Compositor at Morning Light Media, Abilene, TX
April 1, 2001 - April 1, 2001
Primary animator/effects artist for a multimedia boutique. Created game cinematics, commercials, corporate videos, storyboards, and theatrical logos. Produced complete CG scenes and effects shots for animation and television projects. Designed Flash pages for clients. Freelance artist for a variety of corporate visualization and commercials.

Education

Add your educational history here.

Qualifications

Secret Clearance
January 11, 2030 - November 12, 2025
6 Sigma Specialist
January 11, 2030 - November 12, 2025

Industry Experience

Government, Media & Entertainment, Professional Services, Manufacturing