I have been working as a 3D Animator, Senior, Lead and Animation Director for many years, well over a decade now, more specifically in the video game industry. I love making games and I definitely want to continue doing that but I always had a passion for movies as well. Eventually I would like to make the switch to Feature Film/VFX, which can explain why I am doing Workshops at iAnimate.net to perfect my craft.
Specialties as a Senior Animator:
Creature Animation
Character Animation / Acting / Facial Animation / Lipsync
Realistic Human Motion
Parkour / Free-Running / Gymnastic
Martial Arts (with or without weapons)
Military / Tactical Behaviors / Firearms Manipulation
Cinematic Cameras / Direction of Photography
Motion Capture - Process from Sensors Data to 3D Packages Integration & Cleanup
Production experience with:
Maya
Motion Builder
3D Studio Max
Softimage XSI & 3D
Photoshop
AfterFX
List of published videogames I worked on:
Army Men: Sarge’s Heroes II (PS2) 3DO
The Dukes of Hazzard II (PSX) 3DO
Shifters (PS2) 3DO
Army Men: Green Rogue (PS2) 3DO
Portal Runner (PS2) 3DO
Army Men: RTS (PS2) 3DO
Black and Bruised (PS2, GameCube) Majesco
Prince of Persia: The Sands of Time (PS2, GameCube, X-Box) Ubisoft
Prince of Persia: Warrior Within (PS2, GameCube, X-Box) Ubisoft
Prince of Persia: The Two Thrones (PS2, GameCube, X-Box) Ubisoft
Splinter Cell 4: Double Agent (PS2, GameCube, X-Box, PS3, X-Box 360, Wii) Ubisoft
Spiderman III (PS3, X-Box 360, Wii) Activision
Quantum of Solace (PS3, X-Box 360, Wii) Activision
HOMEFRONT (PS3, X-Box 360) THQ
The TimeBuilders: Pyramid Rising (PC,Mac,iOS,Android) BigFish
The TimeBuilders: Caveman's Prophecy (PC,Mac,iOS,Android) BigFish
Gobber Ninja (iOS, Android) BlooBuzz
The TimeBuilders: Pyramid Rising 2 (PC,Mac,iOS,Android) BigFish/Activision
Deco Fever (PC,Mac,iOS,Android) BigFish
ORIGINS: Elders of Time (PC,Mac,iOS,Android) BigFish
The TimeBuilders: Rails to Gold (PC,Mac,iOS,Android) Bloobuzz
Senior Animator @ Currently working in gameplay, on an upcoming undisclosed project... From November 2015 to Present (2 months) Montreal, Canada AreaSenior Cinematic Animator @ This is a contract that started at the beginning of December 2014 where I am working as a Senior Cinematic Animator. The projects are ''Deus Ex: Mankind Divided'' on PS4 and X-Box One & ''Rise of the Tomb Raider'', an X-Box One exclusive. From December 2014 to November 2015 (1 year) Montreal, Canada AreaAnimation Director @ I can say I was pretty much the whole animation department by myself. I had one animator to supervise part time on a couple projects but I mostly did everything related to Animation, from management to production. (The TimeBuilders: Pyramid Rising 2, Deco Fever, Gobber Ninja, ORIGINS: Elders of Time, The TimeBuilders: Rails to Gold) From January 2012 to October 2013 (1 year 10 months) Co-Owner/Animation Director @ With the help of my five associates, we lauched our own company developping mobile games. Each of us had their own field of expertise and my role was to supervise and create all the animation content of our titles. Fortunately for us, we didn't even had time to release our first title ''Gobber'' that our IP was already sold. The company still exist but has now stop all his activities; my associates and myself have joined the ranks of BlooBuzz and with their support, we brought this game to another level. ''Gobber Ninja'' is now available on Android platforms. From July 2011 to January 2012 (7 months) Artistic Animation Director @ My role was to establish, define and implement the animation style in the team, train the animator about the technical and artistic constraints of the project while managing the production. I was supervising only one animator and this company was my first experience working on casual/mobile games. (The Timebuilders: Pyramid Rising, The Timebuilders: Caveman's Prophecy) From November 2010 to September 2011 (11 months) Lead Animator @ My role was to establish, define and implement the animation style in the team, train the animators about the technical and artistic constraints of the project while managing the production in the animation department. I had the title of a Lead but I was given pretty much an Animation Director role. We worked with motion capture and hand-keyed animations animations, mostly for the first person character. I supervised the motion capture shooting for gameplay animations. The work of 10 animators was under my supervision throughout the project. This includes 2 Animators from KAOS, 2 Contract Animators and 6 Animators from Outsourcing. (HOMEFRONT) From March 2009 to October 2010 (1 year 8 months) Senior Animator @ I worked as a Senior Animator mostly on in-game cinematics and I did some gameplay animations as well. (Spiderman III – The game of the Movie, Quantum of Solace) From January 2006 to September 2008 (2 years 9 months) Artistic Animation Director / Senior Animator @ Prince of Persia: Sands of Time
- I worked on this project as a Senior Animator on in-game cinematics. My job was to animate and export the animations in the game engine
Prince of Persia: Warrior Within
- I worked on this project as a Senior Animator with the role of a Lead for the Prince character gameplay animations
- I did the management and supervision of 2 animators for this project
Prince or Persia: The Two Thrones
- I worked on this project as an Artistic Animation Director and my role was to establish, define and implement the animation style in the team; train the animators about the technical and artistic constraints of the project for Ubisoft’s game engine called Jade.
- Throughout the production I had 18 animators under my supervision
- I worked on the production of gameplay animations as well
Splinter Cell 4: Double Agent
- I worked as a Senior Animator mostly on in-game cinematics and then I would export them in the game engine
- I also had to make sure that all the technical aspects for cutscenes were setup properly for the team From June 2003 to December 2005 (2 years 7 months) 3D Animator @ - I worked as an Animator on High-Res cinematics, cartoon style (Black and Bruised)
- I worked on gameplay animations and I integrated them in the game engine From January 2002 to February 2003 (1 year 2 months) 3D Animator @ - I worked as an Animator on High-Res cinematics, cartoon and realistic (Army Men: Sarge's heroes 2, The Dukes of Hazzard 2, Army Men: Green Rogue, Army Men: RTS, Portal Runner, Shifters)
- I worked on the characters's rig/setup, creating skeletons, skinning and rigging them
- I also worked with Motion Capture, cleaning it and blending the animations for the characters (optical and magnetic) From June 1999 to December 2001 (2 years 7 months)
Creature Workshop 2, Animation, Interactive Technology, Video Graphics and Special Effects @ iAnimate.net From 2014 to 2014 Creature Workshop 1 & Feature Workshop 4, Animation, Interactive Technology, Video Graphics and Special Effects @ iAnimate.net From 2014 to 2014 AEC, 2D/3D Animation @ ICARI - Montreal, Canada From 1999 to 1999 DEC, Computer Assisted Design (Arts et Technologies Informatises) @ College d'Alma (Alma, PQ, Canada) From 1997 to 1999 DES, High School @ Seminaire-Marie-Reine-du-Clerge From 1992 to 1997 Yannick Bergeron is skilled in: Character Animation, Facial Animation, 3D animation, Animation Director, Photoshop, After Effects, Premiere, 3D Studio Max, XSI, Maya, Motionbuilder, Computer Animation, Autodesk MotionBuilder, Game Development, Animation