Paul B. Lee
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Paul B. Lee Email & Phone Number

Animation Lead at Meta
Location: San Francisco, California, United States 10 work roles
1 work email found @ubisoft.com LinkedIn matched
✓ Verified August 2026 3 data sources Profile completeness 86%

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Work email p****@ubisoft.com
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Current company
Role
Animation Lead
Location
San Francisco, California, United States

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Quick answer

Paul B. Lee is listed as Animation Lead at Meta, based in San Francisco, California, United States. AeroLeads shows a work email signal at ubisoft.com and a matched LinkedIn profile for Paul B. Lee.

Paul B. Lee previously worked as Technical Animation Director at Ubisoft and Animation Director at Ubisoft.

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plee@ubisoft.com
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Profile bio

About Paul B. Lee

I am a television and game industry professional with a passion for innovation, animation, technology, and efficient pipelines. My career led me across the globe where I've worked in production, publishing, and outsourcing. I've led teams of various sizes in producing top-tier AAA titles at companies like Activision, Electronic Arts, Tencent and 2K, as well as managing original and third-party IPs at DeNA West, consistently at a high quality and advancing technology while maintaining efficient day-to-day operations.I am currently the Technical Animation Director at Ubisoft SF working on XDefiant. In this role, I collaborate closely with key stakeholders within Ubisoft SF along with co-development and outsourcing partners across the US, Canada, Australia, Japan, China and parts of Europe to ensure the studio's vision and project objectives are achieved.SKILLS:• Cross-functional leadership, direction, animation pipelines, technologies, tools, innovation, and training for gameplay and cinematics• Face and body hand key and motion capture animation pipelines• Hand key and motion capture editing proficiency in Maya, Motionbuilder, and Max• Motion capture performance direction and setup• Animation outsourcing training and management• Unity, Unreal• R&D, troubleshooting, and problem solvingCREDITED WORK:Ubisoft2024: XDefiantTonk Tonk Games2017: Unannounced projectDeNA West2016: Unannounced project2015: Blood Brothers 2, Marvel Mighty Heroes, unannounced project2K2014: NBA 2K15Tencent2013: 2 unannounced projectsActivision2010: Call of Duty: Black Ops, DJ Hero 2, James Bond 007: Blood Stone2009: DJ Hero, 007: Quantum of Solace2007: Spider-Man 32005: Ultimate Spider-Man, Gun2004: Lemony Snicket's A Series of Unfortunate Events, Vampire: The Masquerade - Bloodlines

Listed skills include Animation, Maya, Character Animation, Cinematics, and 32 others.

Current workplace

Paul B. Lee's current company

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Meta
Meta
Animation Lead
San Francisco, CA, US
AeroLeads page
10 roles · 24 years

Paul B. Lee work experience

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

Animation Lead

San Francisco, Ca, Us

Technical Animation Director

Current

Saint-Mandé, Île-De-France, Fr

• Developed and directed animation pipelines for cinematics, menus, monetization and marketing.• Partnered with my tech animation team, tech art department and engineers to develop DCC and game engine tools and pipelines, enhancing day-to-day efficiency for the gameplay and cinematic animation teams.• Developed strategies with my leads and producers to stay ahead of seasonal content demands, addressing both short-term and long-term goals.• Directed, trained and mentored the core XDefiant team in San Francisco, along with co-development and outsourcing partners across the US, Canada, Australia, Japan and parts of Europe.• Worked closely with directors and key stakeholders to shape the creative vision and monetization strategies, leveraging live data insights.• Ensured animations were at a high quality while still being optimized and performance driven.• Managed and mentored the team on career development and growth.CREDITED WORK• 2024: XDefiant

Mar 2022 - Present

Animation Director

Saint-Mandé, Île-De-France, Fr

• Played a key role in building XDefiant from its early prototype stage, establishing the foundation for all gameplay and cinematic animations, leading up to live operations.• Directed, trained and mentored the core XDefiant team in San Francisco, along with co-development and outsourcing partners across the US, Canada, France, Germany, Japan, China and other parts of Europe, focusing on animation, tools/pipelines, and monetization.• Collaborated with directors and key stakeholders to shape the creative vision and develop monetization strategies.• Worked closely with various departments to enhance the quality and efficiency of character, weapon and prop pipelines through the creation of tools and best practices within the DCC and game engine.• Established the body and facial motion capture pipelines.• Maintained a hands-on approach to stay current with animation techniques and technologies, ensuring alignment and buy-in from various departments.• Partnered with the executive producer to manage team resources and budgets.

Jun 2017 - Mar 2022

Director Of Animation And Tech Art

Austin, Texas, Us

• Restructured the character and animation pipelines by implementing a system for seamless character mesh swapping, and integrating a fully scalable squash-and-stretch rig optimized for Unity.• Researched, prototyped and integrated a full-body IK solver for procedural in-game interactions.• Established the foundational infrastructure for source assets and version control.

Dec 2016 - Jun 2017

Director Of Animation And Tech Art

Dena West

• Restructured the studio to increase efficiency by centralizing art tools across multiple projects and standardizing best practices.• Established and implemented animation, character, environment and vfx pipelines for internal/external DeNA studios and outsourcing vendors.• Provided direction for all 2D and 3D animated titles from pre-production to live operations.• Actively communicated with key stakeholders to ensure company and project goals were met.• Researched and implemented relevant technologies.• Managed, trained and provided growth opportunities for the animation, tech art, vfx, and modeling departments.CREDITED WORK• 2016: Unannounced project• 2015: Blood Brothers 2, Marvel Mighty Heroes, Unannounced project

May 2015 - Dec 2016

Animation Director

Dena West
Jul 2014 - May 2015

Animation Consultant

2K

Novato, California, Us

• Provided facial animation direction, pipeline integration, and training for NBA 2K15.• Trained, mentored and led a team of 19 animators to create cinematic facial animations.• Established the facial animation pipeline using a video based capture system called Faceware.• Collaborated with the 2K mocap team to create tools and scripts to streamline the animation pipeline• Collaborated with the 2K Publishing Art and Animation Directors for all deliverablesCREDITED WORK• 2014: NBA 2K15

May 2014 - Jul 2014

Animation Director

Lee Studios

Supporting studios from in-game animation and previsualization to developing and implementing animation pipelines and tools.Specialties:• Animation pipelines, technologies, tools, and direction• Face/body hand key and motion capture animation pipelines• Hand key and motion capture editing support in Maya, Motionbuilder, and Max• Motion capture performance direction and setup• Animation outsourcing training and management• Leading teams of all sizes• Previsualization

Aug 2013 - Jul 2014

Animation Director

Shenzhen, Guangdong, Cn

• Collaborated with studio and project art directors to visualize and define the animation styles per project.• Worked with project producers and technical artists to create efficient and robust animation pipelines. • Trained, motivated and inspired the animation department to create high quality animations.• Provided class lectures and shared techniques to improve the overall quality and workflows of the studio.Unannounced Project 1 (2011 – 2013)• Created human and creature hand key animations in Max and Motionbuilder.• Provided a facial animation pipeline solution.• Provided feedback and direction for animation outsourcing.Unannounced Project 2 (2013)• Created and helped implement a facial animation system in Max.

Aug 2011 - May 2013

Animation Director

Santa Monica, California, Us

• Directed a specialized team of two animators and one tech artist to support our global Activision studios on key AAA titles during my 8+ years within the Central Technology Department.• Established proven pipelines for animation, tools, outsourcing and training and gained buy-in from studios on said pipelines.• Provided hands-on animation support where needed.• Created Call of Duty: Black Ops’ proprietary motion capture facial animation pipeline and system.• Helped Ultimate Spider-Man receive an Annie award for best animation in a video game for hero animations I created for Spider-Man and Venom.CREDITED WORK• 2010: Call of Duty: Black Ops, DJ Hero 2, James Bond 007: Blood Stone• 2009: DJ Hero, 007: Quantum of Solace• 2007: Spider-Man 3• 2005: Ultimate Spider-Man, Gun• 2004: Lemony Snicket's A Series of Unfortunate Events, Vampire: The Masquerade - Bloodlines

2003 - May 2011
FAQ

Frequently asked questions about Paul B. Lee

Quick answers generated from the profile data available on this page.

What company does Paul B. Lee work for?

Paul B. Lee works for Meta.

What is Paul B. Lee's role at Meta?

Paul B. Lee is listed as Animation Lead at Meta.

What is Paul B. Lee's email address?

AeroLeads has found 1 work email signal at @ubisoft.com for Paul B. Lee at Meta.

Where is Paul B. Lee based?

Paul B. Lee is based in San Francisco, California, United States while working with Meta.

What companies has Paul B. Lee worked for?

Paul B. Lee has worked for Meta, Ubisoft, Tonk Tonk Games, Dena West, and 2K.

How can I contact Paul B. Lee?

You can use AeroLeads to view verified contact signals for Paul B. Lee at Meta, including work email, phone, and LinkedIn data when available.

What skills is Paul B. Lee known for?

Paul B. Lee is listed with skills including Animation, Maya, Character Animation, Cinematics, Autodesk Motionbuilder, Facial Animation, Video Games, and Computer Animation.

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