Resume

Contact: lianne.cruz@gmail.com

View Lianne Cruz Horvath's profile on LinkedIn

Experience:

Ridgeline Games (EA), Animation Director (April 2022 – Present)

  • Establish animation vision while upholding the creative and franchise direction of the product
  • Oversee and drive animation and cinematic pipelines
  • Collaborate with art, design, audio, engineering, and narrative leadership to define animation features for gameplay systems and cinematics
  • Set high level goals and planned production schedule for animation team
  • Recruit and build animation team
  • Manage, mentor, and give regular critiques to the animation team
  • Facilitate alignment, visibility, and collaborated with cross-studio dev partners
  • Research animation tech and worked with partners on facial animation tech for our content pipeline

Polyarc, Principal Animator (December 2020 – March 2022)

  • Keyframe animation for story moments and enemies
  • Animation implementation using animation blueprints
  • Drove animations for the inventory system
  • Managed senior animator
  • Shipped:
    • Moss 2 (PSVR, Quest) – March 2022

V1 Interactive, Animation Lead (December 2019 – November 2020)
Animator (October 2016 – December 2019)

  • Keyframe animation and mocap clean-up
  • Implemented and prototyped animations in UE4
  • Established animation/mocap/cinematic pipelines for studio
  • Developed and researched workflows for animation
  • Shot and acted with in-house mocap Vicon system
  • Build animation team and mentor animators
  • Scheduled animation team’s work
  • Provided feedback to both animation team and cinematic outsource
  • Shipped:
    • Disintegration (PS4, Xbox One, PC) – June 2020

Camouflaj, Senior Animator (May 2016 – August 2016)

  • Keyframe animation and mocap cleanup, prototyping/research for projects and animation pipeline

5TH Cell, Senior Animator (October 2015 – March 2016)
Animator (October 2014 – October 2015)

  • Keyframe animation for in-game characters, prototyping, and implementation for “Anchors in the Drift” project

Sucker Punch Productions, Senior Animator (February 2012 – August 2014)

  • Keyframe animation for in-game characters, mocap cleanup, camera animation, implementation
  • Shipped:
    • inFamous: First Light DLC (PS4) – Aug. 2014
    • inFamous: Second Son (PS4) – March 2014


Bethesda Game Studios, Animator (September 2009 – February 2012)

  • Keyframe animation for in-game characters, mocap cleanup, rigging, skinning, and implementation (using Havok Behavior Tool)
  • Shipped:
    • The Elder Scrolls V: Skyrim (Xbox 360, PS3, PC) – Nov. 2011


Vicious Cycle Software, Animator (July 2006 – August 2009)

  • Keyframe animation for in-game and cinematics, mocap cleanup, camera layout/previs for cinematics, rigging, skinning
  • Shipped:
    • Matt Hazard: Blood Bath and Beyond (PSN, XBLA) – January 2010
    • Eat Lead: The Return of Matt Hazard (PS3, Xbox 360) – March 2009
    • Ben 10:Alien Force (PS2,Wii,PSP) – October 2008
    • Dead Head Fred (PSP) – August 2007
    • Flushed Away (PS2,GC) – Oct.2006


Vicious Cycle Software, Junior Artist (June – Aug.2005)

  • Lip sync, keyframe animation of background characters, model/texture/animate props
  • Shipped:
    • Dora the Explorer:Journey to the Purple Planet (PS2,GC) – Oct.2005

Education:


Animation Mentor, Advanced Character Animation Studies
(2009 – 2011)

Savannah College of Art and Design, Bachelor of Fine Arts in Animation (2002 – 2006); graduated Magna Cum Laude

Skills:

  • Software: Maya, MotionBuilder, 3ds Max, Photoshop, Unreal Engine 4, Unity, TVPaint
  • Additional Skills: Facial animation, Motion capture systems/shoots, 2D animation, storyboarding, life drawing