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Demo Reel and full resume (updated 8/10/2022)Reel:https://youtu.be/8KVt2SbNkNAArtstation Portfolio: https://www.artstation.com/natehorsfallPersonal Website: http://www.lightningarts.com/----------------------------I have over 20 years of experience as a Character Animator, mostly focused in the games industry, but with other experience in commercials, music video, and some film.The bulk of my years has been working on game cinematics and in-game animations of all type of work environments:. contract / full timein house / telecommutingshort cycles / long cycleslarge teams / small teams grunt work / Animation lead / Directing.You name it, I've probably done it! The type of animation is flexible as well. Key frame, mo-cap, realistic, cartoony, and everything in between. As long as the goal is clear for the final result, I will reach it.I am primarily a character animator, but I do also bring a wide variety of other skills to the table. I've been an artist almost my whole life, both traditionally and digitally. I'm capable of concept design, graphic design, illustration, video editing and photography. The past few years I have also added "project management" to the list because I have curated video game music albums with over 80 people on them. One of which released which pays tribute to the game Secret of Mana: http://www.spectrumofmana.com/I do this in my spare time outside of my regular gigs, as well as album and graphic design work for a very large swath of the video game music community. Because my passion for games far outweighs my passion for free time. As a contractor, I can work on site or telecommute very easily. It's all based on the project and the needs of the schedule. Kick me a message and I'll be happy to talk to you!Most notable titles:-Soundfall_Spyro: Reignited Trilogy-Alliance: Heroes of the Spire-Marvel Super Hero Squad Online-The Sims Medieval -Spiderman Web of Shadows-Legacy of Kain Defiance-Death Jr 2-Sonic Rivals 2-Marvel Ultimate Alliance 2Others listed here: http://www.lightningarts.com/resume.html
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Character AnimatorCaged Element Inc.San Francisco, Ca, Us -
Character AnimatorCaged Element Inc. Nov 2022 - PresentActing at the sole remote animator for the entire project starting in Nov '22, I Created a trailer cinematic with full character and camera animation without any storyboards, that was used as the reveal trailer for the game which had over 1M views across multiple channels. Made over 100 different emotes, victories, kill cam sequences in and out of vehicles with a variety of intense personalities interacting with a one-handed and two handed weapons. Reviewed and provided notes on dozens of rigs, video editing feedback, and project guidance. -
Senior AnimatorVelan Studios, Inc. Mar 2023 - May 2024Troy, Ny, UsInternal Engine experimentation: Crafted dozens of hand keyed animations for player vs player and player vs enemy attack and locomotion sequences. Collaborated with gameplay designers and programmers to deliver the most engaging and best looking results in a custom built engine.Unannounced AAA Fantasy RPG: Co-dev onboarding to learn proprietary systems built by another studio, created animation systems with hand keyed and motion capture blending, worked with human and animal rigs, identified production pitfalls and communicated them through team leadership, Aligned closely with gameplay, vfx, audio and programming to deliver. -
3D Character AnimatorVector Unit Aug 2019 - Nov 2022San Rafael, Ca, UsWorked remotely Animating characters interacting with objects for victory screens, as well as in vehicle car interactions and emotes. Victory animations include props and small cinematic sequences showing the most personality possible. -
Lead AnimatorDrastic Games Aug 2020 - Mar 2022I was responsible for all 3d animation in all of Soundfall as well as 80% of the final level design (more on that below). This animation includes all heroes, enemies, bosses, and environments. As I was the only animator, visual direction was mostly my call to make, based on design and gameplay requirements. All characters in Soundfall are animated to a beat of 120BPM. This means for a 30 FPS action, the main beats happen on 0, 7, 15, 22 and 30 and so on. The game then takes this and speeds up or slows down the animations based on the BPM of the song. In addition to animating, I Learned level design with no prior knowledge in 1 month and created 80% of the shipped finished levels in about 2 months. I Assisted with song curation to get the best flow for the song progression and finding artists, assisted with QA tasks and did extensive playtesting with myself and others where I would record their experiences and take notes for review. I was also very involved with the rest of the team which was entirely remote, and worked with all of them on a daily basis to make sure both my and their tasks were being done to the best of all our abilities.If curious to see more, go to http://Soundfallgame.com. -
Character AnimatorHasbro Nov 2019 - Dec 2019Pawtucket, Ri, UsHello Pinkie Pie: Animated Youtube series: Worked as a character animator to create shots used in web shorts. Primarily worked with a VO track and storyboards, with a lead animator providing high level oversight and final sign off. Animations included character, prop, and camera work. Rate of production was 30 or more seconds per week.Mr. Potato Head: Animated characters on an internal video pitch which included prop and camera work. -
Character AnimatorBrazen Animation Nov 2019 - Dec 2019Richardson, Texas, UsAssisted remotely animating a character for help on the new card game Riot was making. This was a very constrained isometric camera which made it so animating normally from the perspective view was not possible. Characters needed to be scaled in size to fake moving closer to the camera, limbs broken to create better posing from the viewed angle and so on. -
Lead AnimatorRumble Mar 2016 - Sep 2019Responsible for establishing tone and style of game animations while working directly with the dev team for a two projects: Alliance Heroes of the Spire, and an Unannounced project. This includes a overall stylistic choice as well as meetings with the designers on a per character basis.Reviewed and managed two outsourcing studios for in game asset creationIn addition, also responsible for full keyframed character animation from scratch,Playlist showing some of them can be seen here: https://www.youtube.com/playlist?list=PLoBIkcz3D49ytkrBWTXcvVjQnnmzb6KsoSoftware used: Maya, Unity
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Character AnimatorFree Range Games, Google Dec 2018 - Jan 2019Sausalito, Ca, UsCreated 24 unique character suites based on the Android mascot, to be viewed in Augmented Reality for display at a google event in Barcelona -
Lead AnimatorMercenary Technology May 2018 - Jun 2018Fremont, California, UsWorked as Lead Character Animator to created cinematic and in-game animations based on a VO clip and design descriptions. Also Lead and mentored a team of about 3 other brand new Jr. animators to teach them how to deliver a higher standard and create game ready assets in a very short amount of time of 2 weeks before going into full production. -
Character AnimatorNightdive Studios Dec 2016 - Sep 2017Vancouver, Washington, UsWorked remotely as Lead Character Animator to rework and then come up with the 1st and 3rd person animation style of the game. This involved meeting with other departments, coming up with designs and actions, as well as pipeline discussions and state machines. A previous version of the game existed before my involvement, we had to revise and often times throw away what had been done because of various design and gameplay needs. We also switched from Max to Maya and Unity to unreal Engine. I quit and rejoined the project briefly a year later when management changes had been made. But ultimately left again when they sought a outsourcing studio.Software Used: Maya, Unreal Engine 4 -
AnimatorEpic Games Dec 2015 - Jul 2016Cary, Nc, UsRemote Character animator for 1st and 3rd Person animations. Primarily taunts and locomotion. Started out originally as unpaid community work, but was hired on for an 8 month contract after the team sought to utilize my skills on a larger scopeSoftware used: Maya, Unreal Engine 4. -
Lead AnimatorGazillion Entertainment Aug 2012 - May 2015Foster City, Ca, UsUsing 3dSMax and CAT I work on the SHSO team as the only in house animator on staff. We produce about 1 character with 70 animations per month internally. These animations range from emotes to combat and locomotion. My job revolves around using the assets we have from our other 100+ characters to cut down on that work load, and create custom animations whenever needed. I also manage an outsourcing team which requires me to review their work and provide feedback on a weekly or sometimes biweekly basis. -
Community AnimatorEpic Games 2015 - 2015Cary, Nc, Usconceptualization of character animation ideas, assisting the community by writing documentation so others could contribute to the project. -
AnimatorRed Fenix Llc Jun 2012 - Aug 2012Animation of characters as well as cameras and layout
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3D Animator/Rigger/Flash GeneralistMtv Networks Jul 2011 - Nov 2011New York, Ny, UsSocial games projects:Creating 3d rigs and animation within Maya 2011Illustration and Flash animation -
AnimatorElectronic Arts Feb 2010 - Feb 2011Redwood City, Ca, UsThe Sims Medieval, The Sims Medieval EP1: Character animator Software used: MayaProject outline: As a character Animator for both the Sims Medieval and it's first Expansion Pack, I was talked with creating in game animations involving character, creature, and object interactions, loops, locomotions, and state machines.Sims 4: Character animator Software used: MayaProject outline: On this project I was on the Previz team, working to create the look, style, quality and production workflow for the game when it is ready to go into full production. -
AnimatorEveo Sep 2009 - Oct 2009San Francisco, Ca, UsAnimating Characters, objects, and cameras for various medical videos -
Character AnimatorCinematico Aug 2009 - Sep 2009San Francisco, Ca, UsHow to Train Your Dragon: Character animator on pre-rendered cinematicsSoftware used: MaxProject outline: As a character animator on this project, I was responsible for animating a main character: Stoick, Background crowds, and as well as Ruffnut and Tuffnut who were cut. Biped animation with full lip-sync and acting, totaling about 1 minute and 30 seconds over a 5 week time. -
Contract AnimatorElectronic Arts May 2009 - May 2009Redwood City, Ca, UsSims 3: Character animator for a Sims 3 Web AdvertisementSoftware used: MayaProject outline: This was a short week long project where I was tasked to animate 2 of the 5 characters in a web advertisement. I took on a 3rd character when I spoke with the art director and we agreed it needed cleanup and improvement. -
Lead AnimatorCinematico Sep 2008 - Dec 2008San Francisco, Ca, UsMarvel Ultimate Alliance 2: Director on 2 pre-rendered cinematicsSoftware used: MaxProject outline: I was lead on two cinematics, one being the biggest and longest one of them all. As lead, my responsibilities are the same as Xavier listed below. It is a similar project and as such, the responsibilities are the same. The main difference between the two is that Marvel is a much higher quality product, but a shorter run time. -
AnimatorShaba Games Mar 2008 - Aug 2008Spiderman Web of Shadows: Character animator for in game animations and in game cutscenes.Software used: MaxProject outline: On WoS I worked in the first few months doing in game animations. There was no specific assignments for my tasks, just “what ever is needed at the time” Be it Spiderman animations or enemy hit reactions, and everything in between.Mid way, I was put on in game cinematics until the end of the project. Overall, I probably worked on about 20 or so. For those, I was responsible for putting them all together from start to finish, and making sure it worked in the game itself. This generally involved many mocap blending. In cases where it called for it though, key framing was done as well.
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Lead AnimatorCinematico Mar 2005 - Nov 2007San Francisco, Ca, UsXavier: Renegade Angel: Lead on episode 1 and 7. Assistant animator on 3 and 9.Project outline: As Lead, I was responsible for the entire 11 minute episode. That meant I had to act as Animation director, approving work from the team as they were shown to me, as well as assigning shots out to other coworkers. I also had to approve all sets, effects, and character models, lending the job to more of an art director standpoint. Besides all of this, I also had to animate the show as everyone else did. Working with Mocap, full body animation, and facial. Bee Movie Game: Character animator for the intro game cinematicProject outline: Responsible for the animation on Intro Cinematic #1 for the videogame. Full body animations, lipsync, and expression. Sonic Rivals 2: Character animator for over 40 in game animationsProject outline: Completed 44 In game character animations for use in a game engine.Shrek 3: Character animator for 5 Game Cutscene cinematicsProject outline: Two different projects. Total of about 7 minutes of animation.The opening and closing cinematics were done with 3dStudio Max, of many characters.The level cinematics were done with Maya. These were faked puppet shows consisting of multiple characters per scene. No physics simulation was used. All puppet shows were animated by keyframing.Death JR. 2: Root of Evil: Character animator for 3 Game Cutscene cinematicsProject outline: Required to set up some cameras and block scenes, animate full body, facial, lip sync, cloth, hair, and inanimate objects such as weapons or environmental objects. Over The Hedge: Character animator for 7 Game Cutscene cinematicsProject outline: On this project I was responsible for setting up cameras, blocking, and animating a large number of characters- up to 11 at one time. Each character had full body, facial (including lip sync), tail, ear, and other misc animations (such as a turtle shell). -
3D Artist/AnimatorGunshop Dec 2006 - Jan 2007For Gunshop, I primarily had to animate four 20 second commercial spots dealing with a gumby-like 3d character. But was also tasked with modeling, texturing, and lighting.
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Backbone Entertainmentlead AnimatorBackbone Entertainment Jan 2004 - Nov 2004Emeryville, Ca, UsThe Incredibles CD ROM Game: Lead Animator for required pre-rendered game animations. Also served as TD, Render Manager, Level Designer, Fallback modeler and texture artist, and Bug Tester.Software used: MayaProject outline: Started on the project at the very beginning, including preproduction. Main duties were to do character animation, however as listed above, ended up doing far more. This was in part from being assigned to take over for other people who could not complete their own tasks, and also in part of no one having been assigned to various jobs. Such as TD, Render Manager, and Level Designer.The Incredibles Downloadable Game: Animator for in game animations.Software used: 3dStudioMax Project outline: Started on the project at the very beginning. Assigned to animate different characters in their list of moves for the game assets. -
AnimatorTreanor Brothers Animation Dec 2002 - Jan 2004Whirl Tour: Animator on cinematics for Papaya Studios using character studio. Project outline: Started on the project in the middle of production. First real industry job, only consisting of minor 1 character shots at first, but then being assigned full scenes after proving competency.Rise to Honor: Lead Animator dealing with Motion Capture Blending and cleanup. Project outline: mocap cleanup work and blending clips together to create seamless transitions. DJ Shadow Music Video- Mashin' on the Motorway: Animation of cars and cameras for a DJ shadow broadcast music video.Project outline: animating cameras, setting up shots, and animating many different cars driving or crashing in comical ways.Dinotopia: Animator for 15 in game NPC animations to be inserted later.Project outline: Assigned to create about 10 different game animations for a dinosaur within a 2-3 day period. Mythica: Full character animation and motion capture blending of a 2 minute cinematic piece. Used as Advertisement.Project outline: Preproduction to finish, Cameras and character animationSudeki: Single character animation for X02 trailer. Full character animation, blending of clips, cleanup on E3 2003 trailer.Whiplash: Character Animator for Cinematic and in game animations. Legacy of Kain: Defiance: Character Animator for in game cinematics.Project outline: Assigned to animate 7 full scenes, including camera work, full body, facial, and lipsync. Also including about 4.7 minutes of animation in 9 days.True Crime: Animation and clip blending on multiple Cinematic videos done for the web. Character and object animation.Daredevil: All animation and Blending of mixed motion capture for 17 minutes of cinematics.Vanguard: Multiple Full Character Animations for the E3 05 cinematic trailer.Infamous: Character Animator for 3 cinematic scenes used for target rendersLittlest Pet Shop: Character Animator for multiple cinematic renders and multiple titles
Nate Horsfall Skills
Nate Horsfall Education Details
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The Art InstitutesComputer Animation -
The Art InstitutesComputer Animation
Frequently Asked Questions about Nate Horsfall
What company does Nate Horsfall work for?
Nate Horsfall works for Caged Element Inc.
What is Nate Horsfall's role at the current company?
Nate Horsfall's current role is Character Animator.
What is Nate Horsfall's email address?
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What is Nate Horsfall's direct phone number?
Nate Horsfall's direct phone number is +141572*****
What schools did Nate Horsfall attend?
Nate Horsfall attended The Art Institutes, The Art Institutes.
What are some of Nate Horsfall's interests?
Nate Horsfall has interest in Character Design, Animation, Mountain Biking, Civil Rights And Social Action, Comics, Illustration, Environment, Online Role Playing, Arts And Culture, Science And Technology.
What skills is Nate Horsfall known for?
Nate Horsfall has skills like Character Animation, Animation, Maya, Video Games, Computer Animation, Texturing, Cinematics, Concept Design, Game Development, Illustration, Modeling, Graphic Design.
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