Hi, I’m Mark Barnes, a 3D generalist and animation director based in Marietta, GA. I’ve spent over a decade delivering high-fidelity cinematics and real-time experiences, bridging creative direction with pipeline automation using Python and C++. I specialize in Unreal Engine, Blender, Cinema 4D, and Reallusion (Character Creator/iClone), building scalable character pipelines and mocap workflows that speed up production without sacrificing quality. I thrive under tight deadlines and enjoy shipping production-ready results that directors can rely on. My work spans leading teams from previsualization to final render, optimizing lighting, materials, and asset pipelines across multiple tools, and creating batch automation to accelerate iteration. I’m passionate about mentoring artists and pushing the boundaries of real-time visuals.

Mark Barnes

Hi, I’m Mark Barnes, a 3D generalist and animation director based in Marietta, GA. I’ve spent over a decade delivering high-fidelity cinematics and real-time experiences, bridging creative direction with pipeline automation using Python and C++. I specialize in Unreal Engine, Blender, Cinema 4D, and Reallusion (Character Creator/iClone), building scalable character pipelines and mocap workflows that speed up production without sacrificing quality. I thrive under tight deadlines and enjoy shipping production-ready results that directors can rely on. My work spans leading teams from previsualization to final render, optimizing lighting, materials, and asset pipelines across multiple tools, and creating batch automation to accelerate iteration. I’m passionate about mentoring artists and pushing the boundaries of real-time visuals.

Available to hire

Hi, I’m Mark Barnes, a 3D generalist and animation director based in Marietta, GA. I’ve spent over a decade delivering high-fidelity cinematics and real-time experiences, bridging creative direction with pipeline automation using Python and C++. I specialize in Unreal Engine, Blender, Cinema 4D, and Reallusion (Character Creator/iClone), building scalable character pipelines and mocap workflows that speed up production without sacrificing quality.

I thrive under tight deadlines and enjoy shipping production-ready results that directors can rely on. My work spans leading teams from previsualization to final render, optimizing lighting, materials, and asset pipelines across multiple tools, and creating batch automation to accelerate iteration. I’m passionate about mentoring artists and pushing the boundaries of real-time visuals.

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Language

English
Fluent

Work Experience

Lead Animator & Technical Director
August 1, 2022 - January 1, 2026
Led cross-functional teams and production pipelines for commercial narrative projects. Transitioned to AI-native development, building production-grade AI plugins and tools for Unreal Engine 5, and orchestrating multi-modal vision systems. Architected a Spatial Awareness Component and a Local-First AI Data Layer enabling NPCs to maintain persistent memories and gossip systems. Directed 3D production pipelines, mentored artists and engineers, and streamlined render pipelines for efficiency. Developed Python scripts to automate repetitive tasks across 3D software; implemented advanced troubleshooting for hardware and software. Built a foundation of internal tooling and prototype ecosystems, enabling 200+ internal tools and software prototypes to automate production.
Animation Director at Conveys (DirectV)
May 1, 2018 - June 1, 2022
Directed animation workflows, managed creative-technical teams, and oversaw 3D animation pipelines. Led render pipelines, asset management, and pipeline improvements; integrated AI tooling into production processes; supported shot production for commercials and branded content; facilitated cross-disciplinary collaboration between creative and technical leads.
Technical Support Specialist
May 1, 2015 - May 1, 2018
Provided technical support and troubleshooting for clients; contributed to IT infrastructure maintenance and customer success initiatives; helped streamline technical processes and improve service delivery.
Lead Animator & Technical Director at MV Media
August 1, 2022 - January 1, 2026
Led animation and technical direction for complex AI-enabled media projects, building production pipelines and tools using Unreal Engine 5, Python, Three.js, and PyBullet; integrated a local-first AI data layer and multi-agent architecture to support persistent memories and dynamic scenes; transitioned the team to AI-native development and designed scalable 3D pipelines; authored Python scripts to automate repetitive 3D tasks; oversaw short-film production workflows, asset management, and cross-functional collaboration; provided advanced troubleshooting for hardware and software systems; mentored junior artists and engineers.
Animation Director at Convergys (DirectTV)
August 1, 2018 - June 1, 2022
Directed animation efforts for DirectTV campaigns, leading a team of artists and coordinating with production, design, and client stakeholders to deliver high-quality motion graphics and 3D assets on tight deadlines.
Technical Support Specialist at Convergys
May 1, 2015 - May 1, 2018
Provided technical support to customers, resolved hardware and software issues, and contributed to knowledge resources; supported service delivery and contributed to process improvements during tenure.
Lead 3D Animator / Technical Director at Knarrative
July 1, 2022 - January 1, 2026
Developed animation content for games and animated series; owned sequencing, lighting, and final polish in Unreal Engine. Built character pipelines with Reallusion (CC/iClone) and Blender/C4D, including mocap retargeting and facial blendshape workflows. Automated asset ingest, render queue management, and shot versioning with Python/C++; accelerated iteration for directors.
Lead 3D Animator / Technical Director at MV Media
July 1, 2018 - June 1, 2022
Directed production-ready 3D pipelines in Unreal Engine and Cinema 4D; led teams from previs to final render. Oversaw cinematic shorts; optimized lighting/materials across Blender/C4D for broadcast deadlines. Coordinated multi-app workflows (Blender → Substance → UE) to maintain visual consistency and performance. Built Python tools to automate asset prep, render queues, and shot versioning; cut turnaround time by 30%. Integrated Reallusion Character Creator/iClone for rapid character lookdev, lip-sync, and mocap retargeting. Mentored artists on rigging, keyframe polish, and engine-ready asset standards.
Technical Support Specialist at Convergys (DirecTV)
May 1, 2015 - May 1, 2018
Provided advanced troubleshooting for hardware/software; refined documentation and escalation workflows. Applied technical rigor and communication habits later used to stabilize 3D production pipelines.

Education

High School Diploma at Lithonia High School
August 1, 2002 - January 1, 2005
High School Diploma at Lithonia High School
August 1, 2002 - January 1, 2005

Qualifications

Self-Taught AI Engineer
January 1, 2024 - January 17, 2026
Self-taught AI Engineer
January 1, 2024 - January 17, 2026

Industry Experience

Media & Entertainment, Software & Internet, Gaming, Computers & Electronics