Paul Treanor is a Senior 3D Generalist and real-time cinematic artist with 30+ years of experience spanning animation, VFX, motion capture, simulation, and interactive media. His background combines traditional production expertise with modern real-time pipelines built in Unreal Engine and Autodesk Maya. Throughout his career, Paul has led and contributed to projects across games, broadcast, simulation, advertising, virtual production, and social media content. He has directed cinematic productions, developed motion-capture and real-time animation pipelines, built large-scale environmental simulations, and created high-end VFX and visualization content for both entertainment and enterprise clients. Recent work includes developing real-world coastal simulation environments for pilot training, producing rapid-turnaround cinematic shorts for social media audiences, creating virtual production assets and product visualizations, and building interactive character workflows using motion capture and Unreal Engine. Previously, Paul served as Animation Director at Hasbro, where he established agile animation pipelines, directed animated content, and helped incubate new entertainment properties. Prior to that, he co-founded Treanor Brothers Animation, producing cinematic cutscenes and motion-capture content for major game industry clients including Activision, Electronic Arts, Sony Interactive Entertainment, and Microsoft. His technical expertise includes real-time cinematics, procedural workflows, rendering, compositing, simulations, motion capture, virtual production, shaders, lighting, and cross-disciplinary pipeline development.

Paul G Treanor

Paul Treanor is a Senior 3D Generalist and real-time cinematic artist with 30+ years of experience spanning animation, VFX, motion capture, simulation, and interactive media. His background combines traditional production expertise with modern real-time pipelines built in Unreal Engine and Autodesk Maya. Throughout his career, Paul has led and contributed to projects across games, broadcast, simulation, advertising, virtual production, and social media content. He has directed cinematic productions, developed motion-capture and real-time animation pipelines, built large-scale environmental simulations, and created high-end VFX and visualization content for both entertainment and enterprise clients. Recent work includes developing real-world coastal simulation environments for pilot training, producing rapid-turnaround cinematic shorts for social media audiences, creating virtual production assets and product visualizations, and building interactive character workflows using motion capture and Unreal Engine. Previously, Paul served as Animation Director at Hasbro, where he established agile animation pipelines, directed animated content, and helped incubate new entertainment properties. Prior to that, he co-founded Treanor Brothers Animation, producing cinematic cutscenes and motion-capture content for major game industry clients including Activision, Electronic Arts, Sony Interactive Entertainment, and Microsoft. His technical expertise includes real-time cinematics, procedural workflows, rendering, compositing, simulations, motion capture, virtual production, shaders, lighting, and cross-disciplinary pipeline development.

Available to hire

Paul Treanor is a Senior 3D Generalist and real-time cinematic artist with 30+ years of experience spanning animation, VFX, motion capture, simulation, and interactive media. His background combines traditional production expertise with modern real-time pipelines built in Unreal Engine and Autodesk Maya.

Throughout his career, Paul has led and contributed to projects across games, broadcast, simulation, advertising, virtual production, and social media content. He has directed cinematic productions, developed motion-capture and real-time animation pipelines, built large-scale environmental simulations, and created high-end VFX and visualization content for both entertainment and enterprise clients.

Recent work includes developing real-world coastal simulation environments for pilot training, producing rapid-turnaround cinematic shorts for social media audiences, creating virtual production assets and product visualizations, and building interactive character workflows using motion capture and Unreal Engine.

Previously, Paul served as Animation Director at Hasbro, where he established agile animation pipelines, directed animated content, and helped incubate new entertainment properties. Prior to that, he co-founded Treanor Brothers Animation, producing cinematic cutscenes and motion-capture content for major game industry clients including Activision, Electronic Arts, Sony Interactive Entertainment, and Microsoft.

His technical expertise includes real-time cinematics, procedural workflows, rendering, compositing, simulations, motion capture, virtual production, shaders, lighting, and cross-disciplinary pipeline development.

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Work Experience

Founder / Freelance 3D Artist at Pfantastico
February 1, 2022 - Present
Founder of Pfantastico, providing 3D production and creative services for marketing, VFX, post-production, and simulation. Lead end-to-end projects for marketing campaigns, training simulations, and product visualization; collaborated with clients including Aquent (Confidential Major Tech Client), Zach D. Films, Regent Craft, Southwest Airlines, CVS Quickserve, and Hasbro.
Animation Director at Hasbro, Inc.
May 1, 2016 - January 31, 2022
Led animation production for Hasbro’s internal agency. Established production processes enabling rapid iteration and incubation of new entertainment properties. Developed a pipeline using motion-capture and Unreal Engine enabling live interactions with 3D characters. Wrote and directed animated shorts for new entertainment properties. Recruited, managed, and developed talent from leading art schools.
Digital Artist at Hasbro, Inc.
April 1, 2015 - May 31, 2016
VFX, motion graphics, and compositing for broadcast, social, and internal communications. Retopology and conversion of CAD assets from Engineering.
Art Director/Founding Partner at Treanor Brothers Animation
January 1, 2005 - December 31, 2015
Independent animation studio providing creative services to the games industry. Supervised production of dozens of cinematic cutscenes. Directed motion capture shoots for Terminator: Salvation gameplay cutscenes.
Director of Internal Production at RDW Group, Inc.
January 1, 2000 - December 31, 2005
Designed and managed in-house production facility to help facilitate New England's second largest independent agency's transition to digital media. Created dozens of budget-conscious local broadcast spots.
Intern/Junior Compositor at Runandgun, Inc.
January 1, 1992 - December 31, 1995
Compositing and VFX for The Foo Fighters' debut video. Constructed a micro-explosion chamber for high-speed closeups of exploding tomatoes. Developed a primitive motion-capture pipeline using 3 reference cameras and color markers. Assisted in the development of VREAM, one of the first VR authoring platforms.

Education

at School of Visual Arts
January 1, 1988 - January 1, 1990

Qualifications

Add your qualifications or awards here.

Industry Experience

Media & Entertainment, Gaming, Software & Internet, Professional Services, Other