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SCAD faculty portrait of Danny Shin

Danny Shin

Animation professor

Education

  • M.F.A., computer arts, Academy of Art University
  • Graduate coursework, industrial design, Hanyang University
  • B.F.A., industrial design, Hanyang University

Credentials

  • Professor of animation, 2020–present, Savannah College of Art and Design, Savannah, GA
  • Cinematic animator, 2011–19, Microsoft / 343 Industries, Redmond, WA
    For Halo 5: Guardians (FPS game/Xbox one/Microsoft, October 2015) and Halo 4 (FPS game/Xbox360/Microsoft, November 2012), created pre-visualized animation and live-action video editing to create concept of dynamic cinematic sequences; worked with cinematic director to prepare/assist motion capture directing; laid out scenes with virtual camera data and body motion capture data; edited cinematic shots and scenes with temporary music and sound FX; implemented sequences into game engine to play in game; utilized facial animation tool to create emotional facial expression into the sequences.
  • Senior cinematic animator, 2008–11, Activision/Blizzard Inc. / Raven Software, Middleton, WI
    For Call of Duty: Modern Warfare 3 (FPS game/Xbox360/PS3/Activision, November 2011), worked with Infinity Ward to create a level called 'Turbulence;' analyzed script and visualized game level concept; created pre-visualized animation and live-action video editing to create a concept of game; and directed motion capture. For Call of Duty: Black Ops (FPS game/Xbox360/PS3/Activision, November 2010), worked with Treyarch team onsite/offsite to create in-game cinematic and scripted events; implemented cinematic sequences into game engine. For James Bond (007 movie game, Xbox360 and PS3), created previsualized animation and video editing to create concept of game; led a team of facial group to create new facial control tools; worked with technical animators and character artist to improve facial animation pipeline; and researched human facial topology and expressions. For Singularity (FPS game/Xbox360/PS3/Activision, June 2010), created dynamic cinematic sequences for in-game cinematic and scripted events; worked with technical animators, character artist and audio engineer to improve facial animation pipeline; utilized FaceFX to automate lip-sync animation; utilized Unreal Engine to arrange facial animation, lip-sync and audio; and worked with Cinematic Director to improve each scene (acting choice, camera, layout). For Wolfenstein (FPS game/Xbox360/PS3/Activision, August 2009), created dynamic cinematic sequences for in-game cinematic; utilized FaceFX to automate lip-sync animation; and worked with cinematic director to improve each scene (acting choice, camera, layout). For X-Men Origins: Wolverine (Action game/Xbox 360/PS3/Activision, May 2009), created dynamic cinematic sequences for in-game cinematic; utilized FaceFX to automate lip-sync animation and worked with cinematic director to improve each scene (acting choice, camera, layout)
  • Senior character animator, 2005–07, Electronic Arts Inc. / EA Chicago, Chicago, IL
    For Marvel 2 (fighting game/Xbox360/PS3), led animation team to create game-play animations; worked with art director, gameplay engineer and producer to create move tree for combo attacks and momentum attacks; created sequence and state flow in ANT; and directed motion capture. For Def lam Icon (fighting game/Xbox360/PS3/EA, February 2007), created hand-keyed animation and using motion capture to create various style of tighter; utilized Maya and Motionbuilder to create believable character animations for in-game cinematic; utilized Face Robot (XSI) to create believable and emotional facial expression; and worked with cinematic director and animation supervisor to improve each scene (acting choice, camera, layout). For The Fight Night Round 3 (boxing game/Xbox 360/PS3/EA, February 2006), created hand-keyed animation and using motion capture, to create various style of boxers; utilized Maya and, Motion Builder to create believable game-play animations; and worked with a team of animators.
  • Senior/character animator, 2001–05, Studio Gigante Inc., Chicago, IL
    For Wrestlemania 21 (wrestling game/Xbox/March 2005), led animation team to create game-play animations and cut-scenes; worked with animation director and gameplay engineer to create move tree; created multiple-person interacting moves; created famous wrestler's signature movement to make believable in game; and directed motion capture. For Tao-Feng (fighting game/Xbox/Microsoft, March 2003), created hand-keyed animation and using motion capture to create 12 difference style of kung-fu character's move; learned video game pipeline: animation, motion capture.