Guillaume Picard
Animation Director
RESUME
Professional ​
info​​
Whether working on gameplay or cinematics, I always push for excellence. By collaborating closely with animators, designers, and engineers, my goal is to deliver high-fidelity visuals and seamless gameplay while remaining cost-effective.
Professional Qualitities
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Strategic Leadership
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End-to-End Ownership
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Creative Problem-Solving:
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Strategic Foresight
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Cross-Functional Collaboration
Work​
experience​
Tencent
Editorial Animation Director
2023-Today​
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Lead animation strategy and execution across Tencent IEGG
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Sharkmob-Techland-Funcom-Grinding Gear Games-Digital Extremes
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Turtle Rock Studios-10 Chambers Collective Joy Workshop
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PlatinumGames-Sumo Digital-Yager-Digital Extremes-FatsharkStunlock
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Aligning artistic direction with the project's goals.
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Evaluate project gates reviews evolution, direction and velocity.
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On request by the VP,
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Travel to help projects in Europe and Asia
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Give support to correct misaligned production.
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Provide guidance and share experience to team development,
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Tencent-Next
SYNCED
Animation Director
2022-2023​
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Animation Oversight: Supporting and managing the animation team.
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Quality & Pipeline: Improving animation processes and final quality.
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Shanghai Team Review: Directing and reviewing content for the Shanghai studio.
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Mocap Lead: Directing Mocap shoots in person (China) and remotely.
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Full Cinematic Ownership: Responsible for the entire pipeline:
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Storyboards, Mocap planning and Direction.
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Body and Facial animation editing.
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UE5 Sequencer: Camera and animation integration.
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Documentation: Providing technical guides for the animation team.
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​Netease Montreal
Animation Director
2019 - 2022​
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Supporting recruitment for building the new Netease Montreal Studio.
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Improving animation quality on Naraka, FragPunk and other ongoing games
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Review animation content from my team in Montreal and in Hangzhou
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Directing Mocap shoot
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Provide technical and artistic support for the team.
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Project documentation to guide animation development
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Ubisoft
Animation Director
For Honor Live
2017 - 2019
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Directing Mocap shoot
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Review content from my team in Montreal
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Review content from co-development with Shanghai
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Creating Animations system for gameplay
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Developing new animation tools and systems with programmer
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Teaching and supporting Motion Builder to different animators.
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Resource person for the use of Motion Builder at the production level.
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Assessing the best tools for production
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Assistant Animation Director,
FarCry 5
2017
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Supported the implementation and improvement of Motion Matching.
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Identified "quick wins" to improve production efficiency immediately.
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Took over Animation Direction to lead the project through the final stages of production.
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Assistant Animation Director, Fight system,
Assassin's Creed Origin
2016 -2017
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Directing the design of the animation system​​
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Bayek Fight and Execution mechanic
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NPC Fight ​
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Review content
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from my team in Montreal
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from co-development Ubisoft Sophia​
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Directing boss fight​
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Project Manager Animation
And
Assistant Animation Cinematic Director,
For Honour
2014 - 2016
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Creating and update Sprints, Milestones, and Backlog
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Update production schedule ​
- Managing Jira entry
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Identifying bottlenecks and solving the issue
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Track expenses to make sure the project stays on budget
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Performing in-depth animator evaluations.
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Supporting the artistic director in Mocap shoot
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Square Enix, Eidos Montréal
Lead Animator, Unannounced title
2013 - 2014 ​
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Creating animations system for gameplay
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Developing new animation tools and systems with programmer
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Resource person for the use of Motion Builder at the production level.
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Assessing the best tools for production
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Senior Animator, Thief and Unannounced title
Square Enix, Eidos Montréal
​2013 ​
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Supporting the artistic director in Mocap shoot
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Creating animations system for game play
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Developing new animation tools and systems with programmer
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Teaching and supporting Motion Builder to different animators.
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Resource person for the use of Motion Builder at the production level.
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Assessing the best tools for production
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Ubisoft
Assistant Animation Director and Team Lead
RainbowSix Patriot
Ubisoft Montreal
​2010 - 2013
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Supporting the artistic director in various tasks
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Supporting animators at the artistic and technical levels
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Creating reference documents
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Listing and managing motion capture shooting
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Working in close cooperation with the Game Designers
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Creating fake game footage to establish vision
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Supporting animators at the artistic and technical levels
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Evaluating animators’ performances
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Establishing and monitoring the animator's objectives
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Producing animations when the workload is too heavy
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Animator/Senior animator
Ubisoft, Montréal
​2003 - 2010
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Contributed to the following games:​
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Tom Clancy's Splinter Cell: Conviction,
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Far Cry 2,
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Lost: Via Domus,
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Tom Clancy's Rainbow Six: Vegas 2,
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Open Season,
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Tom Clancy's Rainbow Six: Vegas
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Myst IV: Revelation,
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Prince of Persia: Warrior Within.
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Creation of marketing footage for EndWar and Lost, at Ubisoft Digital Art
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Teaching Motion Builder to different Technical animators and animators.
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Resource person for the use of Motion Builder at the production level.
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Assessing the best tools for production
Animation Teacher.
CEGEP Matane, Montreal
​2007 - 2009
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Teaching animation introduction class.
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Assessing and marking students’ skills.
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Evaluating students’work and exams
Knowledge
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Animation Art Direction GP and Cin
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Game Cost Optimisation
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Motion Capture Direction
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Motion Builder expert
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Human IK
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Multiple AAA game engine
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Storyboarding ​


