Hi, I'm Samuel Hardie—a passionate animator with extensive experience in motion capture cleanup and character animation. I've worked on a wide variety of projects, adapting to different roles as needed, from key-frame animation and motion capture to modeling and quality assurance. I thrive on solving creative and technical challenges and love collaborating with teams to bring characters to life. I trained under a range of industry professionals during enrollments at George Brown College and Animation Mentor, learning from studios like Riot Games, Activision, and Ubisoft. My portfolio spans VR, AR, and traditional animation pipelines, with hands-on experience using Maya, Faceware, iClone/Character Creator, Unreal, and the Adobe suite.

Samuel Hardie

Hi, I'm Samuel Hardie—a passionate animator with extensive experience in motion capture cleanup and character animation. I've worked on a wide variety of projects, adapting to different roles as needed, from key-frame animation and motion capture to modeling and quality assurance. I thrive on solving creative and technical challenges and love collaborating with teams to bring characters to life. I trained under a range of industry professionals during enrollments at George Brown College and Animation Mentor, learning from studios like Riot Games, Activision, and Ubisoft. My portfolio spans VR, AR, and traditional animation pipelines, with hands-on experience using Maya, Faceware, iClone/Character Creator, Unreal, and the Adobe suite.

Available to hire

Hi, I’m Samuel Hardie—a passionate animator with extensive experience in motion capture cleanup and character animation. I’ve worked on a wide variety of projects, adapting to different roles as needed, from key-frame animation and motion capture to modeling and quality assurance. I thrive on solving creative and technical challenges and love collaborating with teams to bring characters to life.

I trained under a range of industry professionals during enrollments at George Brown College and Animation Mentor, learning from studios like Riot Games, Activision, and Ubisoft. My portfolio spans VR, AR, and traditional animation pipelines, with hands-on experience using Maya, Faceware, iClone/Character Creator, Unreal, and the Adobe suite.

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Language

English
Fluent

Work Experience

Motion Capture Clean-Up Artist / Animator at CREAM Productions
December 31, 2021 - December 31, 2021
Cleaned and customized dozens of bespoke motion capture performances from Les Stroud. Tracked, edited, and animated accompanying facial performances for each appearance, captured with head-mounted camera systems. Created head animation assets and hand-keyed animations for various creature props, and performed QA and play testing in collaboration with engineers and leadership to ensure accuracy and consistency in character animation.
Motion Capture / Previsualization Artist at Universal Content Productions
December 31, 2022 - December 31, 2022
Worked on Chucky (TV) projects, creating lightweight proxy assets using Reallusion's iClone and Character Creator for previs and shot planning on mobile devices using AR. Tracked, edited, and animated facial performances for previs tasks and supported on-set planning.
Student / Postgrad Projects at George Brown College
December 31, 2020 - December 31, 2020
Provided animations and art assets for multiple postgraduate projects throughout the year, creating animations for humanoid and mechanical characters, bipedal and quadrupedal.
Motion Capture / Animation Artist at CREAM Productions
December 31, 2025 - December 31, 2025
Created complete gameplay animation sets for a variety of stylized enemy creatures and unconventional NPCs, including locomotion, combat, emotes, and interactions with the player. Fully authored all animations for the player character, from locomotion cycles and attacks to expressive emotes and reactions.
3D Animator / Motion Capture Cleanup at CREAM Productions
January 1, 2021 - November 4, 2025
Cleaned and customized dozens of bespoke motion capture performances from Les Stroud. Tracked, edited, and animated accompanying facial performance for each of Les’ appearances, captured with head-mounted camera system. Created hand key animations for a variety of creatures and environmental props the player interacts with during gameplay. Provided QA and play testing, working closely with engineering artists and leadership to ensure accuracy and consistency in character animation.
Character Animator / Proxy Asset Artist at Universal Content Productions
January 1, 2022 - November 4, 2025
Created light-weight proxy assets using Reallusion’s iClone and Character Creator for use in previs and shot planning on mobile devices using AR.
Video Editor / Facial Animation Specialist at Low-Fi / IRIS
January 1, 2022 - November 4, 2025
Utilized head-mounted camera footage with facial textures to create video texture atlas for high detail acting performances with minimal hardware strain. Used Faceware Analyzer and Retargeter extensively to track, train, and animate a large set of facial performances for both facial animation and textures. Edited and mapped a multitude of facial performances quickly using Faceware Retargeter in Maya.
Motion Capture / Gameplay Animation for Raze Vol. 1 at CREAM Productions
January 1, 2025 - November 4, 2025
Created complete gameplay animation sets for a variety of stylized enemy creatures and unconventional NPCs, including locomotion, combat, emotes, and interactions with the player. Fully authored all animations for the player character, from locomotion cycles to a range of attack sequences, conveying expressive emotions and reactions.
Animator / Motion Capture Cleanup at CREAM Productions
January 1, 2021 - December 31, 2021
Cleaned and customized dozens of bespoke motion capture performances from Les Stroud. Tracked, edited, and animated accompanying facial performances for each appearance, captured with head-mounted camera system.
Animator / Mocap Cleanup at Universal Content Productions
January 1, 2022 - December 31, 2022
Chucky (TV): Created lightweight proxy assets using Reallusion's iClone and Character Creator for previs and shot planning on mobile devices using AR.
Motion Capture Cleanup / Character Animation at IRIS
January 1, 2022 - December 31, 2022
LOW-FI project: Utilized headset camera footage with facial textures to create video texture atlas for high-detail acting performances with minimal hardware strain.
Game Animation / Creature Animation at CREAM Productions
January 1, 2025 - December 31, 2025
Raze Vol.1: Created complete gameplay animation sets for stylized enemy creatures and unconventional NPCs, including locomotion, combat, emotes, and interactions with the player. Fully authored player animations across locomotion cycles and attacks.
Animator / Motion Capture Cleanup Artist at CREAM Productions
January 1, 2021 - Present
Created dozens of bespoke motion capture performances from Les Stroud; tracked, edited, and animated accompanying facial performances for Les Stroud's appearances using head-mounted camera systems. Created hand-key animations for a variety of creatures and environmental props the player interacts with during gameplay. Conducted QA and play testing, collaborating with engine artists and leadership to ensure accuracy and consistency in character animation.
Proxy Asset Artist / Pre-Visualization Animator at Chucky (TV), Universal Content Productions
January 1, 2022 - Present
Created lightweight proxy assets using Reallusion iClone and Character Creator for use in pre-visualization and shot planning on mobile devices using AR.
Animator / Gameplay & Character Animation at CREAM Productions
January 1, 2025 - Present
Created complete gameplay animation sets for a variety of stylized enemies and NPCs, including locomotion, combat, emotes, and interactions. Fully authored all animations for the player character, from locomotion cycles and attacks to expressive emotions and reactions.
Student / Postgrad Artist at George Brown College
January 1, 2020 - December 31, 2020
Provided animations and assets for multiple postgraduate projects throughout years of attendance, creating animations for humanoid and mechanical characters, bipeds and quadrupeds.

Education

Advanced Diploma in Game Design, specializing in Animation at George Brown College
January 11, 2030 - November 4, 2025
Animation Mentor Graduate at Animation Mentor
January 11, 2030 - November 4, 2025
Advanced Diploma in Game Design at George Brown College
January 11, 2030 - December 10, 2025
Graduate - Animation Mentor program at Animation Mentor
January 11, 2030 - December 10, 2025
Advanced Diploma, Game Design, specializing in Animation at George Brown College
January 11, 2030 - December 10, 2025
Graduate, Game Animation at Animation Mentor
January 11, 2030 - December 10, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Education, Other