My name is Shane MacPherson and I love video games. Like most kids, my childhood was spent in my room playing video games. Didn’t matter the system or the game. I just wanted to play. I knew pretty early on, I wanted to work in games. I even wrote a paper on how making video games was my dream job when I was in middle school. Making games was something I wanted to be a part of, I just didn’t know at the time what an amazing ride this decision was going to take me on.Once I finished my animation degree at Full Sail, I moved out to California to get into the gaming industry. After some hard work and a few internships, I landed a job as a Motion Capture Artist working one of my favorite things growing up, pro wrestling. This was a dream job and something I continued to work on for many years with the WWE.This role on the WWE games also granted me access to the wonderful world of Motion Capture. Watching animation shot on a mocap stage come to life in the game was amazing and I was instantly hooked. I wanted to make motion capture animation my career and I have had the opportunity on over twelve shipped games as an Animator as well as Motion Capture Director and Designer. During my many years in the gaming industry, I have had the privilege of training and managing some amazing animators. Working side by side with my team to complete a game is some of the best moments of my career. Many of these animators I trained right out of school and now have moved on to managing their teams using the same knowledge and core values that I was able to teach them. It is a great feeling knowing that you have helped put good hard-working people into the industry.Today I continue to expand my knowledge of motion capture as the manager of the mocap stage here at Gearbox Software. This role has introduced me to such amazing and crazy opportunities. Every day is an adventure working with my amazing team here and I truly enjoy going to work. I still play games daily but I see them now as more of a collection of hard-working and dedicated people working to put their passion and ideas into a player’s hands to enjoy. It’s been an honor to be part of these amazing games and I look forward to doing this for many years to come.My Skills/Interests include Cinematic Creation & Design, Team Leadership, Problem Solving, Project Management, Motion Capture Director, Animation Supervisor, Cinematic Pipeline Creation and Implementation, Game Engine Knowledge, 3D Animation, Shotgun and Confluence management.
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Managing Producer Of MocapGearbox Entertainment Nov 2022 - PresentFrisco, Texas, United States•Managing our internal Mocap Stage as well as amazing Mocap staff. -
Lead Mocap & Animation ProducerGearbox Software Feb 2020 - PresentFrisco, Texas• Motion Capture Director as well as Assistant Director support both on set and remotely. • Created pipelines for mocap requests and talent booking. • Created a mocap database to store all of the shotlist and project information from previous shoots. -
Animation Director - CinematicsVisual Concepts Feb 2013 - Aug 2019Novato, Ca• Hired, trained and managed multiple internal and external animation teams. Each year taking on more work all while completing our tasks on time and with the standard of quality expected. By WWE2K20, we were able to create three times more cinematic animations than were originally created back on WWE2K14 with around the same size team.• Motion Capture Director during cinematic shoots as well as Animation Supervisor during gameplay shoots. With my involvement at every shoot, our data was consistent in terms of quality and style and it allowed for more data to be shot each day which in turn saved us time and budget.• Worked with the Animation Leads to help with daily animation tasks and overall polish work to help lower the team’s workload during production. I was able to quickly complete these tasks and allowed the team to focus more on finalizing in-game assets. • Introduced, setup and managed the animation section of the Shotgun production tracking system. This sped up production and gave internal departments a visual picture of where each animation was in the development. • Designed new animation tools/pipelines to improve the animator’s day to day and speed up production. Including a new rope animation system and updates to the engine to allow us to quickly review and fix animations in the game.• Worked with both the engineers and the QA department to problem solve issues that arose in the game engine. Also designed test plans to help QA quickly get through certain sections of the game. • Designed features and cutscenes for multiple modes as well as DLC for each game. Was the Lead Designer on the WWE16 Showcase mode which is still one of the most enjoyed modes in the history of the WWE2K franchise. Projects: WWE2K14 / WWE2K15 / WWE2K16 / WWE2K17 / WWE2K18 / WWE2K19 / WWE2K20 -
Lead Animator/Associate ProducerThq Oct 2009 - Dec 2012Agoura Hills, CaLead Animator:• Responsible for the transition from outsourcing cinematics to creating assets internally in order to control quality and shorten overall production time creating each asset. • In charge of hiring, training and managing an internal cinematic animation team. Each year we improved the quality and feel of each cutscene which allowed us to slowly take on more of the cinematic work from our developer in Japan. By WWE13, we were creating all cinematic animations internally. • Provided technical and animation support on the motion capture set during shoots. Was an integral part of the creation of this role which greatly improved the data shot and the amount of animations shot per day on set.Projects: WWE12 / WWE13 Associate Producer:• Created cutscene documentation and designed a test package to send out to vendors to bid on the cinematic work. This allowed us to save budget on Cinematics and invest that money into other parts of the game. • Trained and managed a team in South Korea on the tools and creation of the WWE cutscenes. It was hugely successful which allowed for the creation of an internal team the following year. This is still the process on the WWE games to this day at Visual Concepts and now includes all of the in-game animation as well.• Worked with our South Korean team and our developer in Japan to establish a working relationship via documentation, video conference calls and a training visit to the studio in Japan. This created a great team atmosphere and allowed us to quickly solve problems that arose during production.Projects: Smackdown vs. Raw 2011 -
Visual Effects ArtistLightstorm Entertainment Sep 2008 - Jun 2009Santa Monica, Ca• Collaborated with and managed a team of artists on a large sequence of shots in the movie. These shots were integral to the story and was the start of the major battle at the end of the movie. • Designed creature/vehicle flight paths, cleaned/animated motion capture data and created camera animation. Having this versatilely in my skillset gave me to opportunity to work on a majority of the visual effect shots in the movie which won the Oscar for “Best Visual Effects” in 2010.• Worked mainly on set with the director during shooting to assist with any needed shot changes. Assisting on set was a special task that only a few people were chosen based on the ability to quickly resolve any issues that occurred during shooting.Projects: James Cameron’s AVATAR: The Movie -
Lead Animator/Motion Capture ArtistHydrogen Whiskey Studios May 2006 - Jul 2008Santa Monica, CaLead Animator:• Promoted to Lead Animator after completing Smackdown vs. Raw 2007 as an Animator. Was quickly promoted based on great work and leadership shown on the first year on the project. • Worked with the Animation team to set attributes and clean/animate motion capture data as well as scene layout and cinematic direction for each scene. The team never missed a deadline and we created more animations in Smackdown vs. Raw 2009 than in previous years games.• Designed and implemented efficient workflow to help solve time management and scene design issues. This sped up cinematic creation and helped the project manager to ensure all developer’s needs were met and resolved.Projects: Smackdown vs. Raw 2008 / Smackdown vs. Raw 2009Motion Capture Artist:• Hired on originally to do model cataloging and within 3 months of hard work and learning, was brought on as a full-time Motion Capture Animator. • Cleaned and animated motion capture data as well as created cameras and facial animations. Also worked on setting up attributes and implementing animations into the game.Projects: Smackdown vs. Raw 2007 / Wheelman -
Maya Generalist/CompositorOcean Park Pictures Apr 2005 - Aug 2005Santa Monica, Ca• Created 3D environments and assets to populate set pieces.• Composited real-life dogs into 3D environments.• Color corrected each shot to insure they matched the quality and design of the movie.Projects: Heidi 4 Paws: The Movie
Shane Macpherson Education Details
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Computer Animation
Frequently Asked Questions about Shane Macpherson
What company does Shane Macpherson work for?
Shane Macpherson works for Gearbox Entertainment
What is Shane Macpherson's role at the current company?
Shane Macpherson's current role is Managing Producer of Mocap.
What schools did Shane Macpherson attend?
Shane Macpherson attended Full Sail University.
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