I am an artist and animator who blends strong draftsmanship with expressive motion, creating characters and worlds that feel alive and emotionally grounded. My experience spans digital illustration, 2D animation, and the full game-asset pipeline, allowing me to develop visuals that support both storytelling and gameplay. I’ve contributed to a wide range of independent and collaborative productions, handling everything from concept art and storyboards to animated sequences and final polish. I’m comfortable adapting to different visual styles and workflows, and I enjoy working closely with clients to translate ideas into compelling, production-ready visuals. My goal is always to deliver thoughtful, well-crafted work that elevates the project.

R Cory Collins

I am an artist and animator who blends strong draftsmanship with expressive motion, creating characters and worlds that feel alive and emotionally grounded. My experience spans digital illustration, 2D animation, and the full game-asset pipeline, allowing me to develop visuals that support both storytelling and gameplay. I’ve contributed to a wide range of independent and collaborative productions, handling everything from concept art and storyboards to animated sequences and final polish. I’m comfortable adapting to different visual styles and workflows, and I enjoy working closely with clients to translate ideas into compelling, production-ready visuals. My goal is always to deliver thoughtful, well-crafted work that elevates the project.

Available to hire

I am an artist and animator who blends strong draftsmanship with expressive motion, creating characters and worlds that feel alive and emotionally grounded. My experience spans digital illustration, 2D animation, and the full game-asset pipeline, allowing me to develop visuals that support both storytelling and gameplay.

I’ve contributed to a wide range of independent and collaborative productions, handling everything from concept art and storyboards to animated sequences and final polish. I’m comfortable adapting to different visual styles and workflows, and I enjoy working closely with clients to translate ideas into compelling, production-ready visuals. My goal is always to deliver thoughtful, well-crafted work that elevates the project.

See more

Language

English
Fluent

Work Experience

Art/Animation Director at Shadow Health, Incorporated
June 1, 2012 - Present
Directed art/animation; started as the sole artist/rigging artist/tech artist/animator. Created the entire pipeline. Created all artwork, icons, images and graphics for the website and software. Integrated assets into Unity game engine. Worked on medical education software packages used in over 700 schools across the U.S. and Canada.
Animation Director at Six Shooter Games, Inc.
August 1, 2011 - June 1, 2012
Created characters and animations for in-house IP 'Sprocket Junkie'. Led a team of four remote animators as an outsourcing animation team. Titles included 'Dancing With the Stars: Keep Dancing' for PipeWorks Software, 'The Walking Dead' for TellTale Games, 'Seabass' unannounced web-based game for PipeWorks Software, and 'Aliens: Colonial Marines' for Darkside Games/Gearbox.
Lead Animator at Ignite Entertainment Florida
May 1, 2008 - November 1, 2010
Directed four animators, one technical animator and one rigging artist in day-to-day operation of the animation department. Duties included blocking out critiques, assigning animation tasks, checking completed animations for style and technical consistency. Worked directly with game designers, tech department and level scripts to ensure smooth integration of animations from design through implementation into Unreal game engine. Worked with an outsourced producer to prepare briefs for outsourced character artists.
Animator at Bugbrain Animation Institute
January 1, 2006 - May 1, 2009
Animator. Freelance/Contract. Worked with the director to block out scenes then finish out and polish animations.
Animator at Eagle Films
April 1, 2001 - Present
Animator for 'The Seven Grandfathers' (one of fourteen animations on permanent display at the National Museum of the American Indian in the Our Universes wing, Washington DC). Lead Creature Designer, Modeler, Rigging Artist, and Animator. Involved in the overall in-house Maya/Motion Builder asset creation pipeline; directed growth of rigging and animation team.

Education

Prep School Diploma at Georgia Military College Prep School
January 1, 1980 - January 1, 1984
Traditional Art Major at Georgia College
January 1, 1984 - January 1, 1985

Qualifications

Add your qualifications or awards here.

Industry Experience

Media & Entertainment, Gaming