Christopher A. Cox
I’m a 3D animator focused on body mechanics, action, combat, and facial animation, with hands-on experience using motion capture and keyframe animation to bring game characters and cinematic moments to life.
About
I’m a 3D animator focused on body mechanics, action, combat, and facial animation, with hands-on experience using motion capture and keyframe animation to bring game characters and cinematic moments to life. I’ve worked across gameplay animations, boss and weapon movesets, and in-game cinematics, collaborating closely with animation directors, tech art, character art, design, and production teams.
Most recently, I served as a Principal/Lead Animator on WU TANG: Rise of the Deceiver, where I established animation style and set key framed animations for players, bosses, and weapons while mentoring and critiquing the animation team. Earlier roles include Senior Animator work on major titles at Crystal Dynamics, plus animator positions at studios like Bungie and Big Huge Games—covering rigging, skinning, motion capture editing (Xsens), and facial animation—along with a foundation in computer animation from Full Sail University.
- 15 years' experience
- Joined September 2026
Industry experience
- Gaming
- Media & Entertainment
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Work experience· 6 roles
Established the project animation style with the Animation Directors. Created keyframed animations for player, bosses, and weapons, and led/critique/mentored the animation team. Collaborated with Tech-Art and Character Art teams on rigs and models, and coordinated with animation outsourcing teams for enemy and player/NPC animations and in-game cinematics. Worked with Design/VFX/SFX teams to establish combat aesthetics and with Production on sprint planning and scheduling. Participated with Operations to interview/evaluate/hire employees.
Provided keyframed and mocap-edited animation for Lara Croft, Avengers, NPCs, and in-game cinematics. Used Xsens for motion capture actor work and was responsible for hiring motion capture actors for combat and in-game cinematics. Conducted interviews of new team members, mentored new animators, and critiqued their work. Learned and applied the studio’s proprietary engine to implement animations and collaborated with Design on combat and synchronization for in-game interactions.
Created keyframed and mocapped animations for player, NPCs, and creatures (Destiny).
Education
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