David T. Peng 
Senior Animator 
Contact:  
Email:  davepengster@gmail.com
Demo Reel:  http://davepengster.wixsite.com/animation
LinkedIn Profile:  https://www.linkedin.com/in/pengdavid

My Mission:
I want to tell great stories through in game animations and cinematics.  I specialize in creating hand keyed animation and motion capture editing narrative sequences.  
On Stage Skills: pre-planning and shooting performances that are technically correct and ready for animators to use in production.  
•	Talent technique/ safety training and coordination for any Talent that needs orientation training before shoot day.
•	Tactical Choreography: Basic Orientation US Army field and CQB (close quarter battle) structure clearing.
•	Motion Capture Prop and Set Fabrication: 'Stunt Safe' and Built to 'Project Specific Metrics' to insure safe performances and technicly accurate performances.
•	InHouse Motion Capture Performance: Fight Choreography: 25 years of experience in written and finished action choreographs for demonstrations, motion capture performances for television, film, and video games.
Behind the desk: I do hand keyed animation and motion capture editing, layout planning, data cleanup, rough/final post animation work for quality deliveries, proxy modeling, and video editing for animation previz.  
•	Pre-vis Rapid Prototyping: Cinematic Design and Development: (Game Mechanic Concept Demos, Character Signature Reel Pre-vis, Press Promo Videos, Rehearsal Sign Off Animatic's)
•	Combat Design:  High designing and planning for character specific combat signatures.  I'm able to take what the leads want and can use my back ground training to translate they're ideas into specific combat movement signatures.
Secondary Skills: physical performer, audition talent scout, fight and tactical choreographer, pipeline consultant, and local talent trainer, stunt safe set/prop fabricator, and creature puppeteer.
Advisory Roles:  If needed, I can also advise leads or train up various production departments to help avoid high production costs and reduce turnaround times.  I also have a lot of production expirience in art asset outsourcing (anything that can downstream effect final animation deliveries) or working contracts  with motion capture services bureau's.  Something that happens quite in the entertainment industry…
Additional Production Skills:
Concept Artist: Environments, Creatures, and Prop designs for Indy Film, TV, and Game Design
Video Editing: (Previs game prototyping and Previs Visual Design)
Illustration: (Pre-Vis Storyboarding & Sketch Concept Design)
Work Experience:
Cloud Imperium Games:  Senior animator (cinematics and in-game), Assistant Technical Motion Capture Director, Combat Design Consultant, In House Weapons Trainer and Consultant for Austin teams, In house performer (Persistent Universe NPC animations), R&D Animation...

IllFonic:  Worked as a Freelance Motion Editor on: Predator:  Hunting Grounds and Friday the 13th

Black Tusk Studios:  Senior animator, Assistant Motion Capture Director, and Tactical Consultant, In House Weapons Trainer and Consultant for all actors and production staff, In house performer (motion capture and video reference), R&D Animation...
I worked on Fable: Legends, RANGER

Irrational Games: 
I worked on Bioshock:  Infinite as a Narrative animator

Human Head Studios / Bethesda GameWorks: designed and developed ip prototype projects. Developed a production ready motion capture pipeline for Human Head Studios. Projects:  Bioshock Infinite, PREY 2, plus 3 additional un-announced titles.

SCEA: Motion Capture Body Animator and Motion Capture Performer. Projects included: Killzone 3, Infamous 2, UNCHARTED 3, SOCOM 4, Starhawk Spring 2010 to Fall 2011.

Raven Software: Worked on Singularity, and other upcoming projects. My main roles are acting, creature performance, stunts, planning, and safety coordination. I oversaw the quality assurance for the motion capture department. Additional roles included: rapid prototype development, virtual set planning, motion capture session directing, fight choreography, tactical choreography, physical acting, creature puppeteering, stunt work, performance/stunt talent training, safety coordination, post data cleaning-solving, post motion editing, hand keyed animation, video editing, safety prop fabrication, and talent scouting. Fall 2006 to Spring 2010.
•	Call of Duty:  Black OPs
•	Singularity
•	Wolfenstein
•	Wolverine X-men Origins
•	Mulitple upcomming and shelved titles

Naughty Dog Entertainment: Animation and experimental state flow combat, navigation, traversal, and combat gameplay integration for next generation game theory "Uncharted" Drakes Fortune, along with motion capture pipeline setup and development, in-game animation and FMA cinematics, performance animation, fight / tactical choreographer and consultant, storyboarding and editing. Stunt Performance (one of 3 performers roto-referenced and motion captured for main character "Drake" and pirates). Feb 2004 to 2006.
The motion capture pipeline and talent audition playbook that I created for NaughtyDog is still in use.

Sony Imageworks: Motion Capture rough and final Integrator for "The Polar Express", winter 2003 to 2004.

Midway/Atari: Pre-Rendered and in-game Cinematic development, specifically character setup, character animation, motion capture editing, creature puppeteering, performance animation, fight choreography, modeling, and concept design for the cinematics department and game development. Winter 2002 to winter 2003.
Projects:  Dr. Muto, Gauntlet Dark Legacy

Giant Studios: Character animator, conceptual artist, motion editor, and motion capture performer, fall 1999 to summer 2001
Projects Include:
•	"Matrix 2 and 3" R&D
•	PS2 "Ape Escape"
•	Toonami Tom 2.0
•	"Blade 2" R&D
•	"Lord of the Rings"  R&D motion caoture performer
•	Jet Lee's "The One"
•	"Fruits of Labor" Sigraph animated short

Additional Films / TV Production:
"MONK" TV series (2 episodes): Jobs included: martial arts choreography in both hard and soft styles (Tae Kwon Do and Yang style tai chi).
"Sempiternal" 1998 Independent Film-Jobs included: designing fight choreography, storyboarding, and 3d effects animation and compositing, and stunt man.
"The Lantern" 1997 Independent Film- Jobs included: costume design and construction; fight choreography, set design, grip, and stunt man.
'The Generals Daughter' Paramount Pictures 1999

Software:
Motion Builder, Maya, Red9, Shotgun, Perforce, Sumatra/XSI(beta tester for early versions), 3D Max, Character Studio, Photoshop, After FX, Painter 3D, Spider Render Farm Software, Final Cut Pro, Avid, Flint, Sound Forge, Premiere, After FX, Sony Vegas, Perforce, BAM (Naughty Dog's proprietary file management software).
Game Engines:   UnReal4, CryEngine, Unity, PS2 and PS3 Ice, Doom, Lumberyard, Crye Engine
Motion Capture Systems:  Motion Analysis, Nuance (Giant Studios), Vicon, MVN Xsens, OptiTrak