As an Animator, bringing characters to life has always been a huge passion of mine, as observing people, vehicles, animals and all life is truly fascinating. It has truly been an adventurous 15+ years in the industry so far, and with each of the 24+ AAA video games titles I had the pleasure to animate for, I have learned something new about the craft and myself each time. I’ve recently discovered that I don’t have a preference between realistic and cartoony animation, as I love both styles for different reasons. In a realistic style, we recognise ourselves more, so it can genuinely affect us on an emotional level. In a cartoony style, we can go for the unexpected, therefore there’s extra magic on the screen. It has always been very important to me to keep strong communication with my colleagues and bond with them, as at times we tend to see them more than our own families. I believe in empathy, openness, support and understanding during stressful situations, and I’m looking to work with a genuinely good team who share the same sentiments.

Chris Woodworth

As an Animator, bringing characters to life has always been a huge passion of mine, as observing people, vehicles, animals and all life is truly fascinating. It has truly been an adventurous 15+ years in the industry so far, and with each of the 24+ AAA video games titles I had the pleasure to animate for, I have learned something new about the craft and myself each time. I’ve recently discovered that I don’t have a preference between realistic and cartoony animation, as I love both styles for different reasons. In a realistic style, we recognise ourselves more, so it can genuinely affect us on an emotional level. In a cartoony style, we can go for the unexpected, therefore there’s extra magic on the screen. It has always been very important to me to keep strong communication with my colleagues and bond with them, as at times we tend to see them more than our own families. I believe in empathy, openness, support and understanding during stressful situations, and I’m looking to work with a genuinely good team who share the same sentiments.

Available to hire

As an Animator, bringing characters to life has always been a huge passion of mine, as observing people, vehicles, animals and all life is truly fascinating.

It has truly been an adventurous 15+ years in the industry so far, and with each of the 24+ AAA video games titles I had the pleasure to animate for, I have learned something new about the craft and myself each time.

I’ve recently discovered that I don’t have a preference between realistic and cartoony animation, as I love both styles for different reasons.

In a realistic style, we recognise ourselves more, so it can genuinely affect us on an emotional level.

In a cartoony style, we can go for the unexpected, therefore there’s extra magic on the screen.

It has always been very important to me to keep strong communication with my colleagues and bond with them, as at times we tend to see them more than our own families.

I believe in empathy, openness, support and understanding during stressful situations, and I’m looking to work with a genuinely good team who share the same sentiments.

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Language

English
Fluent

Work Experience

Animator/Generalist at Nordlight Games
June 1, 2024 - September 1, 2024
Created engaging animations from assets and characters, built particle FX in Unity, animated within Unity, implemented animations into mobile game Rubik’s Match, altered models/assets in Blender, provided feedback to teammates, contributed to brainstorms, and presented work at team/company meetings.
Senior Animator at Klang Games
February 1, 2023 - June 1, 2023
Delivered grounded, realistic humanoid hand-keyed animation, created transitional and cyclical animations, implemented animations in Unity, presented work weekly to art department, and maintained communication with engineering/tech animators to ensure cohesive styles.
Cinematics & In-Game Animator at TT Games (Warner Media)
December 1, 2007 - January 1, 2023
Animated cutscenes and in-game sequences for Lego titles, including run/walk/reaction cycles, animated Lego characters, vehicles and objects, contributed motion capture testing and tidied mocap data, rigged and skinned a realistic human face for animation, delivered realistic facial animation, and exported assets to in-house engine. Supervised lip-sync and facial animation quality for multiple BAFTA-winning titles.
Facial Animator at Cubic Motion
May 1, 2006 - November 1, 2006
Provided realistic facial animation for various characters, reported to management for feedback, animated subtle facial reactions and lip-sync, and contributed to high-quality character work recognized by the team.

Education

MA in 3D Computer Animation at Bournemouth University
January 1, 2005 - January 1, 2006
BA (Hons) Design: 3D Computer Animation at Glyndwr University
January 1, 2002 - January 1, 2005
Foundation Studies: Art & Design at Blackpool & Fylde College
January 1, 2001 - January 1, 2002
A Levels: Art & Design, English Language and Theatre Studies at King Edward VII & Queen Mary School
January 1, 1999 - January 1, 2001

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment
    Animation Showreel

    A collection of work that I have done over the years, featuring bits of animation that I am particularly proud of. All animated in Maya and featuring cartoony style and mocap animation.

    "Lego Lord Of The Rings" - First Dialogue Tests

    As we were going into production with a brand new facial rig, preparing to animate the Lego characters speaking actual words for the first time, I was tasked with doing a couple of animation tests, using audio from the movies.

    "Lego Ninjago" - Animation Process

    A breakdown of the animation process of a scene I worked on, from blocking, to video reference, to final result.

    "Lego Star Wars: The Skywalker Saga" - Cinematics Animation

    Animated all of the characters, vehicles, and objects etc. Animated in Maya and exported into TT Game’s in-house engine.

    "Gotham Knights" - Facial Animation

    Animated in Maya and tidied up mo-cap data.

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