Edward Cates
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Edward Cates Email & Phone Number

Associate Director, Technical Animation at Hangar 13
Location: London, England, United Kingdom 7 work roles 1 school
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Role
Associate Director, Technical Animation
Location
London, England, United Kingdom
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Edward Cates is listed as Associate Director, Technical Animation at Hangar 13, a with 283 employees, based in London, England, United Kingdom. AeroLeads shows a matched LinkedIn profile for Edward Cates.

Edward Cates previously worked as Animation Director at Sharkmob and Animation Director at Supermassive Games Ltd. Edward Cates holds Master'S Degree, Computer Animation from Bournemouth University.

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Hangar 13

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About Edward Cates

Note: I try to respond to inquiries, but the timing and volume of messages can sometimes make it difficult. To increase the chances of a response, here are a few things that would help:Please include the job title and a detailed description when possible. Vague messages are hard to evaluate.While I’m not currently looking for a move, I’d consider something exceptional that aligns with my passion and expertise.A bit about me: I'm deeply passionate about creating games and experiences that players will love. That is why I make games ultimately. As a leader I believe it is important to have a vision and then build or mentor a cohesive team to deliver that vision. To do this you have to be able to make decisions which are practical, timely, experienced, clear, informed, balanced, flexible and considerate of alternatives. To develop the ability to direct it is vital to have expertise in as many aspects of game development as possible; keyframe animation, motion capture, performance direction, stunt direction, outsourcing, rigging, pipeline, tools, state machines, dynamics, scripting, cinematography, editing, feature design, 3Cs, optimisation, gameplay, script writing, concept art, character art, anatomy and so on. Plus also be able to communicate and collaborate clearly with all disciplines involved.

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Hangar 13
Hangar 13
Associate Director, Technical Animation
novato, california, united states
Employees
283
AeroLeads page
7 roles

Edward Cates work experience

A career timeline built from the work history available for this profile.

Associate Director, Technical Animation

Current

Brighton, England, United Kingdom

Dec 2024 - Present

Animation Director

London Area, United Kingdom

Jun 2024 - Dec 2024

Animation Director

• Helped develop the creative vision through director reviews of our main IPs. Establishing best practices such as non-linear editing and integrating major technical changes to studio workflow, including setting up our own motion capture facilities.• Directed the animation team (across multiple projects), including hiring, reviewing work, upskilling, performance reviews and highlighting where critical hires were necessary for the studio.• As always, worked closely with the team as a… Show more • Helped develop the creative vision through director reviews of our main IPs. Establishing best practices such as non-linear editing and integrating major technical changes to studio workflow, including setting up our own motion capture facilities.• Directed the animation team (across multiple projects), including hiring, reviewing work, upskilling, performance reviews and highlighting where critical hires were necessary for the studio.• As always, worked closely with the team as a whole and supported many requests helping the studio, and the teams within it, to be more self-sufficient and productive. Including design, engineering, camera, art, production, audio, technical animation, central tools and rigging, offering vision and technical help where needed.• Supported outsourcing efforts across the studio, including our traditional partners as well as establishing new partners. Show less

Jun 2021 - Jun 2024

Senior Animator

Ccp

London, United Kingdom

• Sole animator and as such a point of contact for the team regarding all things animation.• Worked closely with the team and creative director to realise the product vision including branching out into pure design areas as and when necessary (such as 3C work).• Developed a novel solution to the problem of misaligned aim when moving from third person over the shoulder to first person look down sights. A solution Rogue Company adopted (independently of me – just to be… Show more • Sole animator and as such a point of contact for the team regarding all things animation.• Worked closely with the team and creative director to realise the product vision including branching out into pure design areas as and when necessary (such as 3C work).• Developed a novel solution to the problem of misaligned aim when moving from third person over the shoulder to first person look down sights. A solution Rogue Company adopted (independently of me – just to be clear).• Autonomously evaluated various motion capture solutions from companies such as Centroid to setting up our own facilities or using other off the shelf products. Show less

Jan 2018 - Jun 2021

Senior Animator

Roll7

• Collaborated with a small team on the critically acclaimed Laser League, which received a score of 9 in Edge magazine.• As the sole animator on the project, I was responsible for all aspects of animation, including visual flair, gameplay feel, and the overall success of the game. With no margin for error as the single point of failure, delivering high-quality gameplay assets was crucial.• I developed the entire animation pipeline, from character proportion and edge loop feedback to… Show more • Collaborated with a small team on the critically acclaimed Laser League, which received a score of 9 in Edge magazine.• As the sole animator on the project, I was responsible for all aspects of animation, including visual flair, gameplay feel, and the overall success of the game. With no margin for error as the single point of failure, delivering high-quality gameplay assets was crucial.• I developed the entire animation pipeline, from character proportion and edge loop feedback to rigging, skinning, and technical gameplay breakdowns. I managed the animation vision and development process, executing all animations through hand-keying, and handled the importing into UE4 along with setting up the animation blueprint (state machine).• Collaboration was vital; I worked closely with the design team to align on vision, partnered with engineering for practicality, and engaged with all team disciplines, including art, audio, AI, and production, to ensure a cohesive final product. Show less

Jun 2016 - Dec 2017

Senior Technical Animator

• Adding animations to the game (via the state machine blueprints) and insuring the blends, transition animations and proprietary nodes are all working and setup correctly to satisfy both artistic, gameplay and budget constraints. • Breaking down every design decision into a clear vision, workable plan and animation list, this touched on all animation systems in the game from general locomotion, stop/starting, strafing, tanking, falling, turning on the spot, Aiming procedurally via… Show more • Adding animations to the game (via the state machine blueprints) and insuring the blends, transition animations and proprietary nodes are all working and setup correctly to satisfy both artistic, gameplay and budget constraints. • Breaking down every design decision into a clear vision, workable plan and animation list, this touched on all animation systems in the game from general locomotion, stop/starting, strafing, tanking, falling, turning on the spot, Aiming procedurally via proprietary node and via blend space, looking procedurally, hand IK, feet IK, ragdoll, procedural ragdoll driven flinch, evades, various special abilities each with their own unique systems, sheathing/unsheathing, emotes, integrating FaceFX, random animation variations (such as idle variations), shopkeepers, mini games, scripted events, Brightlodge villager Sim and more. • Managed the outsourcing of 426 animation assets for the Brightlodge area of Legends. This involved the initial evaluation of outsourcers, breaking down the design into an animation list and an implementation plan, briefing the outsourcer, mentoring and upskilling the team, reviewing video reference and blockout for approval to take to a functional stage. Then the final feedback to take from functional to polished.• All of the above included working closely with the team as a whole, be that design, code, lead art/animation, other technical animators on the team, production, audio, effects and others. Again I was lucky to be able to delegate work as necessary and work with multi discipline colleagues closely to come up with creative solutions. Show less

Jan 2010 - Apr 2016

Lead Cutscene Animator

• Was a key member of the team setting up a motion capture facility including advising on software and the pipeline into the finished game.• Rigged every character providing detailed feedback to the art team on correct placement of edge loops and character proportion.• Wrote the script for all the cutscenes which was later professionally acted by the cast from the film. The starting point on this was a short sentence from design detailing what they needed.• Oversaw the storyboarding… Show more • Was a key member of the team setting up a motion capture facility including advising on software and the pipeline into the finished game.• Rigged every character providing detailed feedback to the art team on correct placement of edge loops and character proportion.• Wrote the script for all the cutscenes which was later professionally acted by the cast from the film. The starting point on this was a short sentence from design detailing what they needed.• Oversaw the storyboarding of the cutscenes.• Broke each storyboard up into a shot list for the motion capture shoot, interviewed and cast actors for the shoot and directed the shoot. • Scheduled the team in the production of said cutscenes.• Led the block out including a great deal of feedback on cinematography. This was key to hitting the schedule to the required quality bar.• Oversaw each scene to a final state including a dynamics pass and exporting and bug fixing into the main game. It was a tight schedule and many of the cutscenes from start to finish were completed within two to three days, including bug fixing in game. • I was responsible for the complete pipeline both for in-game and cutscene work. This needed to be efficient due to deadline and quality requirements. • I also worked variously with design, art, sound and code on many technical and artistic challenges. Such as a facial animation system, rag doll setup, cloth and hair dynamics, skeletal LODs, particle systems and much more.• I would also like to note that most of the above work was done without direction and it was up to me to set the quality bar to the schedule and define what needed to be done. Show less

Jun 2003 - Dec 2010
Team & coworkers

Colleagues at Hangar 13

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1 education record

Edward Cates education

FAQ

Frequently asked questions about Edward Cates

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What company does Edward Cates work for?

Edward Cates works for Hangar 13.

What is Edward Cates's role at Hangar 13?

Edward Cates is listed as Associate Director, Technical Animation at Hangar 13.

Where is Edward Cates based?

Edward Cates is based in London, England, United Kingdom while working with Hangar 13.

What companies has Edward Cates worked for?

Edward Cates has worked for Hangar 13, Sharkmob, Supermassive Games Ltd, Ccp, and Roll7.

Who are Edward Cates's colleagues at Hangar 13?

Edward Cates's colleagues at Hangar 13 include Ivan Cherevko, 🎣 Greg Modern, Jesse Scott, Gull Nabi, and David Wood.

How can I contact Edward Cates?

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What schools did Edward Cates attend?

Edward Cates holds Master'S Degree, Computer Animation from Bournemouth University.

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