With extensive experience across both the 3D games and film industries, I bring a unique blend of technical artistry, production management, and creative problem-solving that allows me to contribute to every stage of a project pipeline. I hold a B.S. in Media Arts & Animation from The Art Institute of California – San Francisco and a B.F.A. in Graphic Design from Endicott College. My academic foundation in fine arts and computer graphics—spanning 3D animation, modeling, texturing, motion graphics, and design—has been the backbone of my career, supporting my ability to adapt seamlessly between film, gaming, and interactive projects. Professionally, I have contributed to both high-profile productions and independent titles, with credits showcased on my demo reel at _Website not available. Sign in: https://www.twine.net/signup_ At Pure Imagination Studios, I served as both a Digital Production Stage Manager and 3D Technical Artist, where I: - Captured and processed body and facial performance data for real-time motion capture shoots using MotionBuilder, Unreal Engine, and Maya. - Modeled and textured assets, integrated shaders and blueprints in Unreal, and supported interactive ride/VR experiences. - Managed render farm operations and finalized cinematic shots in Nuke and After Effects to ensure on-time, studio-quality delivery. On Avatar: Fire and Ash, I produced renders for over 600+ shots, packaging files for Wētā FX to begin final rendering. I implemented asset and costume updates, refined mocap performances, and applied 3D stereo conversions and composition adjustments to camera shots destined for cinematic release. These contributions helped streamline workflows and maintain the highest standard of quality expected from a franchise of that scale. Having worked in both large studio environments and smaller creative teams, I am equally comfortable leading collaborative pipelines or executing individual tasks with precision. I am a fast learner, a motivated problem-solver, and a versatile artist who thrives on bringing complex creative visions to life.

Eric J. Juneau

With extensive experience across both the 3D games and film industries, I bring a unique blend of technical artistry, production management, and creative problem-solving that allows me to contribute to every stage of a project pipeline. I hold a B.S. in Media Arts & Animation from The Art Institute of California – San Francisco and a B.F.A. in Graphic Design from Endicott College. My academic foundation in fine arts and computer graphics—spanning 3D animation, modeling, texturing, motion graphics, and design—has been the backbone of my career, supporting my ability to adapt seamlessly between film, gaming, and interactive projects. Professionally, I have contributed to both high-profile productions and independent titles, with credits showcased on my demo reel at _Website not available. Sign in: https://www.twine.net/signup_ At Pure Imagination Studios, I served as both a Digital Production Stage Manager and 3D Technical Artist, where I: - Captured and processed body and facial performance data for real-time motion capture shoots using MotionBuilder, Unreal Engine, and Maya. - Modeled and textured assets, integrated shaders and blueprints in Unreal, and supported interactive ride/VR experiences. - Managed render farm operations and finalized cinematic shots in Nuke and After Effects to ensure on-time, studio-quality delivery. On Avatar: Fire and Ash, I produced renders for over 600+ shots, packaging files for Wētā FX to begin final rendering. I implemented asset and costume updates, refined mocap performances, and applied 3D stereo conversions and composition adjustments to camera shots destined for cinematic release. These contributions helped streamline workflows and maintain the highest standard of quality expected from a franchise of that scale. Having worked in both large studio environments and smaller creative teams, I am equally comfortable leading collaborative pipelines or executing individual tasks with precision. I am a fast learner, a motivated problem-solver, and a versatile artist who thrives on bringing complex creative visions to life.

Available to hire

With extensive experience across both the 3D games and film industries, I bring a unique blend of technical artistry, production management, and creative problem-solving that allows me to contribute to every stage of a project pipeline.

I hold a B.S. in Media Arts & Animation from The Art Institute of California – San Francisco and a B.F.A. in Graphic Design from Endicott College. My academic foundation in fine arts and computer graphics—spanning 3D animation, modeling, texturing, motion graphics, and design—has been the backbone of my career, supporting my ability to adapt seamlessly between film, gaming, and interactive projects.

Professionally, I have contributed to both high-profile productions and independent titles, with credits showcased on my demo reel at Website not available. Sign in: https://www.twine.net/signup At Pure Imagination Studios, I served as both a Digital Production Stage Manager and 3D Technical Artist, where I:

  • Captured and processed body and facial performance data for real-time motion capture shoots using MotionBuilder, Unreal Engine, and Maya.
  • Modeled and textured assets, integrated shaders and blueprints in Unreal, and supported interactive ride/VR experiences.
  • Managed render farm operations and finalized cinematic shots in Nuke and After Effects to ensure on-time, studio-quality delivery.

On Avatar: Fire and Ash, I produced renders for over 600+ shots, packaging files for Wētā FX to begin final rendering. I implemented asset and costume updates, refined mocap performances, and applied 3D stereo conversions and composition adjustments to camera shots destined for cinematic release. These contributions helped streamline workflows and maintain the highest standard of quality expected from a franchise of that scale.

Having worked in both large studio environments and smaller creative teams, I am equally comfortable leading collaborative pipelines or executing individual tasks with precision. I am a fast learner, a motivated problem-solver, and a versatile artist who thrives on bringing complex creative visions to life.

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Language

English
Fluent

Work Experience

Sequence Turnover Artist at Lightstorm Entertainment Inc
October 1, 2023 - July 18, 2025
Produced previsualization renders for over 600 shots to package and deliver all necessary files to Weta FX. Implemented environment and costume updates, facial and body mocap performance updates, and full replacements for final rendering. Applied 3D stereo conversion to virtual cameras with resped edits, composition resizing, and repositioning for final shots delivered. Created automated workflow recipes for batch rendering shots improving speed and efficiency, and executed fixes to remediate upstream issues. Tested new and updated pipeline scripts by the dev team and provided bug reports to support tooling refinements. Proactively led troubleshooting sessions to resolve technical problems encountered by other artists.
Digital Production Stage Manager / 3D Artist at Pure Imagination Studios
April 6, 2015 - September 29, 2023
Supported various production teams with acquisition of motion capture, live capture, ad-hoc testing, or POCs. Served as body and face motion capture stage manager, motion capture database manager, and pipeline assistant. Worked as Unreal Engine real-time technical artist, modeler, texture artist, and render wrangler. Contributed to projects including Whispering Pines Haunted Hotel Dark Ride, Army of the Dead: VR Experience, LEGO Hidden Side, Alien Descent VR Experience, Justice League: Battle For Metropolis, and Warner Brothers - Batman: Dark Flight.
HD Graphic QA Tester at DirecTV
August 5, 2013 - February 6, 2015
Tested black box and white box with multiple set-top boxes including Samsung, Thomson, and Pace. Used Linux to load new software on set-top boxes, generated logs, and updated test cases for developers to troubleshoot and resolve issues.
Digital Platform QA Analyst at Sony Interactive Entertainment
January 7, 2013 - August 2, 2013
Assessed product functionality against quality standards on pre-release versions of PlayStation Home products and logged issues for the development team to review in concise written report formats.
Technical Artist / Motion Capture Technician at Pendulum Studios
January 10, 2011 - July 13, 2012
Operated motion capture, managed facial tracking animation, acted as assistant producer, 3D environment and character artist, render wrangler, compositor, and pipeline assistant.
Quality Assurance Analyst at Electronic Arts
May 9, 2008 - December 16, 2008
Tested games for bugs and provided weekly feedback on game progression and quality. Published titles including Sonic Chronicles: The Dark Brotherhood (Nintendo DS), G.I. Joe (Nintendo DS), and The Littlest Pet Shop (Nintendo DS, Wii, PC).
Sequence Turnover Artist at Lightsstorm Entertainment, Inc.
July 1, 2025 - September 12, 2025
Produced previs renders for 600+ shots for packaging and delivery of all necessary files to Weta FX. Implemented environment & costume updates, facial/body mocap performance updates & full replacements to be used in final rendering. Applied 3D stereo conversion to virtual cameras along with sped edits, composition resize adjustments & repositioning for final shots delivered to Weta FX. Created automated task workflow recipes for batch rendering shots to improve speed, efficiency, and execute fixes addressing upstream issues. Tested new/updated pipeline scripts by the Dev team, providing bug reports to support further tooling refinements. Proactively led and facilitated troubleshooting sessions to resolve technical problems encountered by other artists.
Digital Production Stage Manager / 3D Technical Artist at Pure Imagination Studios
October 1, 2023 - September 12, 2025
Supported various production teams with acquisition of motion capture, live capture, ad-hoc testing, or POCs. Body & face motion capture stage manager, motion capture database manager and pipeline assistant. Unreal Engine real-time technical artist, modeller, texture artist, and render wrangler.
QA Tester at SEGA
February 1, 2015 - September 12, 2025
SEGA – Captain America: Super Soldier Prologue Trailer QA testing; tested game features for bugs and quality.
Quality Assurance Analyst
December 1, 2008 - September 12, 2025
Tested games for bugs and provided weekly feedback on the progression of the game and its quality.
Technical Artist / Motion Capture Technician at Pendulo Studios
July 1, 2012 - September 12, 2025
Motion capture operator, facial tracking animator, assistant producer, 3D environment & character artist, render wrangler, compositor, and pipeline assistant.

Education

B.S. in Media Arts & Animation at The Art Institute of California, San Francisco, CA
January 9, 2006 - December 1, 2007
B.F.A. in Visual Communication at Endicott College, Beverly, MA
September 3, 2001 - May 1, 2005

Qualifications

Add your qualifications or awards here.

Industry Experience

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