Simon Sherr work email
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Simon Sherr personal email
23 years of experience in getting it done.
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Director Of Interactive SystemsHavik Dec 2023 - PresentOrlando, Florida, UsDirecting and developing realistic animation and AI systems as well as entity systems. As director of interactive systems my role is centered around hands-on creation of workflows, tools, and entity systems (a modular and shared framework for characters, weapons, vehicles etc...) for what we would call "gameplay" in the games world. -
Senior Systems DesignerHavik Aug 2023 - Dec 2023Orlando, Florida, UsCreating realistic humans for high-end VR military simulation. -
Owner, Chief Creative OfficerValkyrie Labs Llc Jun 2020 - PresentCasselberry, UsFounder of Valkyrie Labs - www.valkyrie-labs.comConsulting on real-time digital humans, game engine technology, gameplay systems, and game design methodologies for translating game designs into production ready features and tools. -
Product Owner - Systems TechnologyUndead Labs Jul 2021 - Apr 2023Seattle, Wa, UsBegan as a consultant and became employee number 1 for a new studio in Orlando. Working on the design of the “State of Decay 3” engine as product owner of Systems Technology, internally leading a team in partnership with The Coalition in the development of technology to sit on top of the Unreal5 engine that will be shared across multiple Microsoft studios. Gameplay Systems I designed implementation for include actor and environmental targeting, cameras, damage, ranged and melee combat, ranged and melee weapons, locomotion, animation, smart objects, environmental interaction, character interaction, progression, character variety and tuning systems. -
Technical Animation Consultant - Ue5 / “The Matrix Awakens”Epic Games Jun 2020 - Jul 2021Cary, Nc, UsGameplay Systems and Technical Animation consultant focused on leading the development of “the Matrix Awakens” Chase Agents. I animated and developed the runtime for the NPC agents as “interactive digital stunt men” for the chase gameplay sequence as well as recreating animation for the rooftop bullet-time sequence (a technical challenge as the cloth simulation physics had to match the time-warped animation). General consulting in gameplay systems technology and animation technology for UE5. -
Principal Technical Animation DirectorElectronic Arts (Ea) Jan 2003 - Jun 2020Redwood City, Ca, UsDirecting Tiburon's branch of a group known internally as "A-Team" lead by Paul McComas (one of the inventors of the ANT Engine) - the A-Team is an advanced Systems Technology group that provides cutting edge animation technology and advanced gameplay systems technology via the ANT Engine to all EA Sports Titles and all EA Games titles that use the Frostbite engine. -
Sr. Technical Animation Director / Gameplay Systems DesignerElectronic Arts (Ea) Jan 2017 - May 2018Redwood City, Ca, UsSr. Animation Director for EA Tiburon, directing animation technology and gameplay systems technology for Madden and NBA Live -
Product Owner, Ant Engine, Ea TechnologyElectronic Arts (Ea) Jan 2012 - Jan 2017Redwood City, Ca, UsGlobal Product Owner for ANT (EA's proprietary gameplay engine used by all EA Sports titles, and the animation engine for Frostbite). Product owner directing a team of almost 20 engineers and several technical artists working to create cutting edge technology for physics, interaction, gameplay feature implementation tools, and one of the most technologically advanced animation engines in the world. -
Technical Animation Director, Systems Design For Ea TechnologyElectronic Arts (Ea) Apr 2011 - 2012Redwood City, Ca, UsGuiding the development of ANT and training teams globally in tool usage. ANT is the proprietary gameplay engine for all EA Sports Titles, and the animation Engine for all Frostbite Games. -
Technical Animation Director, Ea Sports Concept TeamElectronic Arts (Ea) Dec 2010 - Aug 2011Redwood City, Ca, UsBased in the Tiburon studio in Orlando, working for the Sports Label as a whole. Developing prototypes that highlight best practices in the proprietary animation and gameplay engine "ANT" now used by all EA Sports titles, I am also working with EA Sports teams globally to assist with technical gameplay feature implementation design. -
Technical Animation Director / Gameplay Designer / Systems Designer - Mma - Ea Tiburon -Electronic Arts (Ea) Jun 2009 - Dec 2010Redwood City, Ca, UsAs the Technical Animation Director / Animation Director and Gameplay Systems Designer for EA Sports MMA (Mixed Martial Arts) I built the first prototype of the game solo, pitched the title to EA with a small team and a second prototype with the goal of going after the UFC license in 2011. I then designed many of the fighting mechanics, combat and interaction systems, damage systems, and vitals management systems of the game, while partnering with Henry Allen (Technical Director) to design the gameplay engine, artist workflow and gameplay feature implementation. Improving and expanding the ANT layered state machine I designed called "Stateflow". I have worked with Henry Allen and EA Tech to supervise the development of some amazing new tools for character animation, physics, gameplay and interaction including usage of Autodesk HumanIK to create partial body and single player interaction alignment (this system evolved into what is now branded "Interaction Scenario" at EA). We have created a gamestate variable scripting tool that allowed us to data drive nearly every aspect of gameplay, and implement a groundbreaking level of tuning parameterization. We were also the first team to accomplish non-uniform player scaling at EA. -
Animation Director / Technical Animation Director / Systems Designer, MaddenElectronic Arts (Ea) Aug 2007 - Aug 2010Redwood City, Ca, UsDirecting gameplay animation on Madden 2009 and 2010. Primarily focused on improving usage of the animation middleware system called ANT and revamping gameplay animation to take full advantage of the new consoles. Madden 2009 and 2010 are the highest rated Madden games on Xbox360/PS3, Xbox1/PS4, and XboxX/PS5 between 2006 and 2023. Designed the "Pro-Tak" tackling engine over two years of production with Animation Engineer James Sweeney, removing madden's "coverage requirements" for tackles, enabling gameplay to select the proper tackle at the proper time, we also then added to the capability of the system to handle anwhere from 2 up to 9 character gang tackles. -
Sr. Technical Animation Director: Ea Vancouver StudioElectronic Arts (Ea) Jan 2007 - Sep 2007Redwood City, Ca, UsWorking to bring EA Sports together on a single game engine, and EA to a single animation engine globally. -
Animation Director / Technical Animation Director / Systems Designer: Nba Street HomecourtElectronic Arts (Ea) Jan 2005 - Jan 2007Redwood City, Ca, UsI was the animation director for NBA Street Homecourt (X-Box360 and PS3) the second highest rated sports title EA shipped in 2007, and the 3rd highest rated title company-wide and the only Gen3 re-write that hit an 80 Metacritic score, we put to use for the first time a new suite of middleware tools, Primarily a new state-machine, interaction system, logic system, and user input system that I designed and lead the development of with colleague Sergey Klibanov of EA Chicago and Geoff Johns of EA Canada. The game engine called "ANT" was voluntarily adopted by every team in EA Sports and eventually became the animation engine in Frostbite. -
Animation Director / Systems Designer: Marvel Nemesis: Rise Of The ImperfectsElectronic Arts (Ea) May 2004 - Aug 2005Redwood City, Ca, UsAs animation director and systems designer, I worked to design a new animation engine with Nihilistic Software known as "NODman" - this engine used quaternions to allow animation blending (one of the earliest games to do so) allowing for more fluid gameplay animation and easier tuning, allowed for real time recording and playback of the game on console with the ability to edit game tags (notifies) live in order to adjust branch windows and audio timing and for live gameplay tuning. This engine allowed animators to create new fighters and create and tune new attack combos with very limited engineering support in an era where the vast majority of games were built entirely in code. It also contained a 2-character interaction system that enabled synchronized and aligned animation to be triggered. -
Lead Animator: Fifa 2004/2005Electronic Arts (Ea) Jan 2003 - May 2004Redwood City, Ca, UsFIFA 2004 I was recruited by EA to be FIFA's first rigger to provide better motion capture clean-up tools for the animators and to lead "non-interactive sequences" (NIS). I worked with Geoff Johns to develop a NIS state machine enabling FIFA to go from 1 intro per stadium to millions of possibilities. As well as helping to design the "Animal" engine used by fifa from 2004-2006 (replaced by ANT in 2007 with an upgrade path, as ANT was based on Animal UI and concepts).in FIFA 2005 I moved to technical animation for gameplay where I lead the development of new tools UI including a virtual state machine for the new trick system, and a locomotion system UI still used by EA today which compressed months of tedious animation work into a day or two. Hands-on I animated and helped develop locomotion, including dribbling and tricks and the steals that countered them, with new animation blending systems I designed with animation engineers Geoff Harrower and Paul McComas (the other 2 primary inventors of ANT) we were able to improve visuals while also dramatically increasing responsiveness of dribbling. -
Freelance Animator And RiggerThe Pixel Factory, Inc Dec 2004 - Dec 2006I worked on a couple of theme park projects as a freelance rigger and animator for Valkyrie Labs Co-Founder Stan Johnson (owner of Pixel Factory in Orlando Florida). Including "the Mummy" for Universal Studios, and a SeaWorld 3D motion-base simulator ride film "Journey to Atlantis".
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Contract AnimatorVersailles Studio Oct 2003 - Jan 2006Pre-Visualization for Feature Films, usually focusing on visual-effects heavy action sequences, and fight choreography. Films include "the Alchemist", "Jumper", "the Island" and "Transformers", (Versailles Studio used to be "www.Previs.org" when I was with them. The site is now down, but our work can still be found on youTube).
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Animation & Rigging LeadKleiser-Walczak Aug 2000 - Jan 2003Animation and Rigging lead for Feature Effects, Advertising, and Character-Based Stereoscopic Ride Films credited as Rigging and Animation Lead for Mytique on "X2: X-Men United", Rigger on "The ONE", "Corkscrew Hill" for Busch Gardens Williamsberg as lead rigger and animator, and "Santa Lights Up New York" for "Radio City Music Hall's 3D Christmas Spectacular" as Rigging and Animation Lead.
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Character AnimatorGiant Studios Jun 1999 - Jul 2000Character Animator, Rigger, Motion Capture Performance, creature and stunt talent, focused on CG Human and Creature motion capture R&D for Feature Film Special Effects, Advertising, and Television. our motion capture system was used by Weta Digital on all productions since 1999 and branched to become "Lightstorm Motion Capture" for the "Avatar" films
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AnimatorAdvanced Presentations Sep 1995 - Jul 19963D Animation, Web Design, HTML programming, Presentation Graphics, Defense Contract Visualization.
Simon Sherr Skills
Simon Sherr Education Details
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Savannah College Of Art And DesignAnimation/Art History -
George Mason UniversityPsychology/Math
Frequently Asked Questions about Simon Sherr
What company does Simon Sherr work for?
Simon Sherr works for Havik
What is Simon Sherr's role at the current company?
Simon Sherr's current role is Director of Interactive Systems at HAVIK.
What is Simon Sherr's email address?
Simon Sherr's email address is simon.sherr@ea.com
What schools did Simon Sherr attend?
Simon Sherr attended Savannah College Of Art And Design, George Mason University.
What are some of Simon Sherr's interests?
Simon Sherr has interest in Civil Rights And Social Action, Snowboarding, Education, Motorcycles, Poverty Alleviation, Science And Technology, Surfing, Motorcycle Racing, Martial Arts (Mma And Sanshou), Human Rights.
What skills is Simon Sherr known for?
Simon Sherr has skills like Animation, Character Animation, Computer Animation, Game Development, Video Games, Cinematics, Computer Graphics, Rigging, Gameplay, Ps3, Xbox 360, Maya.
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