Paul B. Lee

Paul B. Lee Email and Phone Number

Animation Lead @ Meta
San Francisco, CA, US
Paul B. Lee's Location
San Francisco, California, United States, United States
Paul B. Lee's Contact Details
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

Paul B. Lee's Current Company Details
Meta

Meta

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Animation Lead
San Francisco, CA, US
Paul B. Lee Work Experience Details
  • Meta
    Animation Lead
    Meta
    San Francisco, Ca, Us
  • Ubisoft
    Technical Animation Director
    Ubisoft Mar 2022 - Present
    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
  • Ubisoft
    Animation Director
    Ubisoft Jun 2017 - Mar 2022
    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.
  • Tonk Tonk Games
    Director Of Animation And Tech Art
    Tonk Tonk Games Dec 2016 - Jun 2017
    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.
  • Dena West
    Director Of Animation And Tech Art
    Dena West May 2015 - Dec 2016
    • 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
  • Dena West
    Animation Director
    Dena West Jul 2014 - May 2015
  • 2K
    Animation Consultant
    2K May 2014 - Jul 2014
    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
  • Lee Studios
    Animation Director
    Lee Studios Aug 2013 - Jul 2014
    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
  • Tencent
    Animation Director
    Tencent Aug 2011 - May 2013
    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.
  • Activision
    Animation Director
    Activision 2003 - May 2011
    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

Paul B. Lee Skills

Animation Maya Character Animation Cinematics Autodesk Motionbuilder Facial Animation Video Games Computer Animation Game Development Pipelines Outsourcing Animation Direction Character Rigging Motion Capture Creature Animation Xbox 360 Computer Games Max Rigging Game Art Ps3 Motionbuilder Characters Facial Rigging Tutorials Traditional Animation R&d Cisco Technologies Wireless Ip Cloud Computing Telecommunications Voip Switches Software Installation Troubleshooting

Frequently Asked Questions about Paul B. Lee

What company does Paul B. Lee work for?

Paul B. Lee works for Meta

What is Paul B. Lee's role at the current company?

Paul B. Lee's current role is Animation Lead.

What is Paul B. Lee's email address?

Paul B. Lee's email address is pl****@****nal.org

What skills is Paul B. Lee known for?

Paul B. Lee has skills like Animation, Maya, Character Animation, Cinematics, Autodesk Motionbuilder, Facial Animation, Video Games, Computer Animation, Game Development, Pipelines, Outsourcing, Animation Direction.

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