I am a Senior Motion Capture Technician with 8+ years of hands-on experience delivering high-quality performance capture for AAA games and feature films. I specialise in operating and optimising large-scale optical stages using Vicon and Opti Track systems, managing multi-performer shoots, stunt capture, and cinematic dialogue sessions. I lead capture sessions from stage setup to engine-ready delivery, maintaining production-ready standards and collaborating closely with directors, animators, and gameplay teams. I have extensive experience across the full performance capture workflow, including body, facial, and finger capture with tools such as Shogun, Faceware, Motion Builder, Dynamixyz, and Unreal Engine Live Link. I mentor teams, enforce studio capture best practices, and troubleshoot to ensure reliable results in fast-paced environments, delivering consistent data for animation, gameplay, and cinematics. I am passionate about problem-solving and continuously improving pipelines to raise quality and efficiency.

Nagaraju Cheedalla

I am a Senior Motion Capture Technician with 8+ years of hands-on experience delivering high-quality performance capture for AAA games and feature films. I specialise in operating and optimising large-scale optical stages using Vicon and Opti Track systems, managing multi-performer shoots, stunt capture, and cinematic dialogue sessions. I lead capture sessions from stage setup to engine-ready delivery, maintaining production-ready standards and collaborating closely with directors, animators, and gameplay teams. I have extensive experience across the full performance capture workflow, including body, facial, and finger capture with tools such as Shogun, Faceware, Motion Builder, Dynamixyz, and Unreal Engine Live Link. I mentor teams, enforce studio capture best practices, and troubleshoot to ensure reliable results in fast-paced environments, delivering consistent data for animation, gameplay, and cinematics. I am passionate about problem-solving and continuously improving pipelines to raise quality and efficiency.

Available to hire

I am a Senior Motion Capture Technician with 8+ years of hands-on experience delivering high-quality performance capture for AAA games and feature films. I specialise in operating and optimising large-scale optical stages using Vicon and Opti Track systems, managing multi-performer shoots, stunt capture, and cinematic dialogue sessions. I lead capture sessions from stage setup to engine-ready delivery, maintaining production-ready standards and collaborating closely with directors, animators, and gameplay teams.

I have extensive experience across the full performance capture workflow, including body, facial, and finger capture with tools such as Shogun, Faceware, Motion Builder, Dynamixyz, and Unreal Engine Live Link. I mentor teams, enforce studio capture best practices, and troubleshoot to ensure reliable results in fast-paced environments, delivering consistent data for animation, gameplay, and cinematics. I am passionate about problem-solving and continuously improving pipelines to raise quality and efficiency.

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Language

English
Fluent

Work Experience

Motion Capture Lead at Apple Arts Studios
January 1, 2020 - November 1, 2023
Provided technical leadership and day-to-day supervision for motion capture operations across multiple AAA game and cinematic productions. Led and supervised end-to-end motion capture workflows, ensuring high quality and consistency of data delivery. Mentored junior mocap artists and technicians, supporting pipeline development and workflow optimization.
Mocap Technician at Apple Arts Studios
July 1, 2015 - December 1, 2019
Performed motion capture data ingest, tracking, solving, cleanup, and retargeting. Assisted with camera calibration and shoot setup for various mocap systems. Delivered engine-ready animation data and conducted quality control on solved data.
Motion Capture Lead at AAS Apple Arts Studios
January 1, 2020 - November 1, 2023
Owned and oversaw end-to-end motion capture shoots across simultaneous AAA game and cinematic productions, including shoot planning, logistics coordination, stage setup, calibration, capture, solving, retargeting, QC, and engine-ready delivery. Supervised full performance capture (body, facial, and finger) on large-scale Vicon optical stages (40–80+ cameras), maintaining high-fidelity translation of actor performances into production-ready animation data. Acted as the primary technical escalation point for animation, gameplay, cinematics, and engineering teams, resolving pipeline-blocking issues in real time and establishing retargeting standards, data validation protocols, and delivery consistency across distributed teams. Designed and deployed on-location and mobile mocap setups, including camera layouts, hardware optimisation, timecode synchronization, and integrated video reference capture systems for frame-accurate multi-device pipelines. Maintained and improved mocap hardware,
Motion Capture Technician at AAS Apple Arts Studios
June 1, 2015 - December 1, 2019
Performed full mocap pipeline — ingest, tracking, solving, clean-up, and retargeting — across Vicon Shogun, Blade, Opti Track Motive, Motion Builder, and Maya. Specialized in high-marker-count solving for simultaneous body, facial, and finger capture on cinematic and gameplay sequences. Applied kinesiology knowledge to resolve skeletal artefacts (joint flipping, foot sliding, gimbal lock) before handoff, eliminating downstream rework. Retargeted data to character rigs of varied proportions for AAA titles, preserving performance weight and emotional intent. Maintained Vicon and Opti Track arrays at precision calibration standards; minimised jitter across high-action stunt sequences. Supported high-volume AAA production schedules by delivering consistent daily capture throughput across gameplay and cinematic pipelines. Assisted in stage preparation including suit fitting, marker placement, prop setup, and performer onboarding for efficient session start times. Performed detailed data

Education

Masters in Information Technology at Atlantis University
January 1, 2022 - January 1, 2025
Bachelor of Science in Computer Science at IK Gujral Punjab Technical University
January 1, 2012 - January 1, 2015
M.S. Information Technology at Atlantis University, Florida
January 11, 2030 - January 1, 2025
Bachelor of Technology at Princeton College of Engineering and Technology
January 11, 2030 - January 1, 2016

Qualifications

Autodesk MotionBuilder Essentials
January 1, 2020 - March 14, 2026
Python for Technical Artists
January 11, 2030 - March 14, 2026

Industry Experience

Media & Entertainment, Gaming