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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