Paul B. Lee

Hands-On Animation & Technical Animation | Real-Time Animation Systems, Tools & Pipelines | Mocap | GenAI | XR

San Francisco, California, United States

About

I’m a hands-on animation and technical animation professional focused on gameplay and character presentation animation, keyframe and mocap workflows, DCC and engine tools, prototyping, GenAI-enabled workflows, and scalable real-time pipelines. My work spans games, television, AAA, live-service production, and real-time technology platforms, where I create animation, solve production challenges, and develop practical tools that improve quality and efficiency. Most recently at Meta, I worked across the Meta Horizon engine, body and facial mocap pipelines, animation tooling, platform features, and AI / GenAI animation initiatives. I’m focused on senior-to-lead IC and hands-on leadership roles in creative and technical animation, where I can create high-quality animation content while improving animation quality, systems, pipelines, and workflows. SELECTED CREDITS • Ubisoft — XDefiant • DeNA West — Blood Brothers 2, Marvel Mighty Heroes • 2K — NBA 2K15 • Activision — Call of Duty: Black Ops, DJ Hero2, DJ Hero, 007: Quantum of Solace, Spider-Man 3, Ultimate Spider-Man • Electronic Arts — SSX 3, SSX Tricky • Mainframe Entertainment — Heavy Gear, ReBoot (Season 3), Beast Wars, War Planets CORE EXPERTISE • Hands-On Animation & Technical Problem Solving — keyframe animation, mocap, prototyping, and production solutions • Gameplay & Character Presentation Animation — gameplay, cinematics, emotes, menus, scripted animation, and real-time character content • Mocap & Facial Animation Pipelines — body/facial capture, cleanup, solving, validation, FACS standards, and quality control • Animation Systems & Tooling — Maya, MotionBuilder, DCC tools, engine tools, pipeline automation, and runtime workflows • AI / GenAI Animation Workflows — mocap data pipelines, ML collaboration, and AI-enabled animation systems • Scalable Production Pipelines — workflow optimization, process improvement, outsourcing support, and global collaboration • Cross-Functional Leadership & Mentorship — collaboration with animation, design, engineering, technical art, ML, and production teams

Experience

  • Animation Consultant at Sunday
    Jul 2026 - Present · 1 mo

  • Animation Lead at Meta
    Apr 2025 - Mar 2026 · 1 yr

    • Built and scaled end-to-end, real-time animation systems across Meta Horizon Studio (MHS) and Meta Horizon Engine (MHE), DCC workflows, and AI / GenAI pipelines • Designed and created character and animation tools across Maya and MotionBuilder, reducing iteration time and improving workflow consistency • Led end-to-end body mocap pipelines from capture through retrieval, accelerating delivery of production- ready animation data • Partnered with engineering, technical art, and product to deliver MHS and MHE features including asset ingestion, animation preview, timelines, and AI-integrated platform capabilities • Led AI and GenAI-enabled animation workflows with ML engineers, defining data standards, validation processes, and pipelines for ML / LLM training systems • Evolved existing FACS-based facial system by defining expression style guides, performance standards, and constraints for large-scale ML / LLM training data generation  • Mentored and directed animators across projects, supporting skill growth, increased ownership, and effective cross-disciplinary collaboration

  • Ubisoft ()
    • Technical Animation Director
      Mar 2022 - Feb 2025 · 3 yrs

      • Shaped the creative vision and monetization strategies across weapons, characters, and animations by partnering with directors and key stakeholders on XDefiant, a free-to-play, first-person shooter  • Balanced animation quality, runtime performance, gameplay responsiveness, and frame-time constraints through close collaboration with engineering and technical art • Remained hands-on throughout by creating DCC and in-game prototypes, tools, and shippable animation content • Overhauled the existing slider-based FACS facial mocap pipeline by designing a user-friendly UI with region-based controls, dedicated face cameras, pose-library functionality, and automated export tools • Redesigned the character rig pipeline with a scalable MotionBuilder master-rig approach, reducing per-character maintenance and improving seasonal character integration • Built an end-to-end gameplay cinematic pipeline and co-developed in-engine validation tools including replay, batch, and preset-based features achieving significant efficiency gains  • Created front-end menu and presentation pipelines for character, weapon, skill, and match screens • Supported team growth through mentorship, performance feedback, and career development planning CREDITED WORK • 2024: XDefiant

    • Animation Director
      Jun 2017 - Mar 2022 · 4 yrs 10 mos

      • Built XDefiant from early prototype to production, establishing gameplay animation foundations across locomotion, weapon fire/reload, skills, and mantling • Remained hands-on throughout by creating DCC and in-game prototypes and tools • Partnered cross-functionally to improve quality for character, weapon, and prop pipelines through tools, best practices, and DCC-to-engine workflows • Led and mentored the San Francisco team and global co-dev/outsourcing partners (US, Canada, Australia, Japan, China, Europe), standardizing animation execution and tools/pipeline consistency • Established body motion capture pipelines and integration workflows • Maintained high animation quality while delivering optimized, performance-driven in-game implementation • Partnered with the executive producer on team resourcing, budgets, and long-term staffing planning

  • Director of Animation and Tech Art at Tonk Tonk Games
    Dec 2016 - Jun 2017 · 7 mos

    • Designed and implemented the character and animation pipelines, including seamless character mesh swapping and scalable squash-and-stretch rigs optimized for Unity • Created automated rigging tools and animation tools in Maya • Researched, prototyped, and integrated procedurally generated facial rigs and a full-body IK solver for procedural in-game interactions • Established foundational infrastructure for source assets and version control

  • DeNA ()
    • Director of Animation and Tech Art
      May 2015 - Dec 2016 · 1 yr 8 mos

      • Established and implemented animation, character, environment, and vfx pipelines for internal/external DeNA studios and outsourcing vendors on Blood Brothers 2 and Marvel Mighty Heroes • Redesigned the character rig pipeline, reducing per-character maintenance and animations, greatly improving seasonal character integration • Remained hands-on throughout by creating DCC and in-game prototypes, tools, rigs, and shippable animation content • Centralized tools and standardized workflows across multiple live and in-development titles • Created the foundational infrastructure for source assets and version control • Managed, trained, and mentored animation, technical art, VFX, and modeling teams, supporting growth, scalability, and long-term team development CREDITED WORK • 2016: Unannounced project • 2015: Blood Brothers 2, Marvel Mighty Heroes, Unannounced project

    • Animation Director
      Jul 2014 - May 2015 · 11 mos