Andrew Conroy

Andrew Conroy

Creative Director / 17 yrs

Salt Lake City, UT, United States

Hire Me

Animator

Rumble (2021)

Animator

Call of Duty: Modern Warfare (2019) (2019)

Animator

Love, Death & Robots (2019)

Animator

Gnomeo & Juliet: Sherlock Gnomes (2018)

Animator

Life of Pi (2012)

Animator

Alvin and the Chipmunks: Chipwrecked (2011)

Animator

Hop (2011)

Animator

Yogi Bear (2010)

Animator

Alvin and the Chipmunks: The Squeakquel (2009)

Animator

Ice Age: Dawn of the Dinosaurs (2009)

Artist/Animator

Bolt (2008)

Work History
  • Founder and Principle Artist

    Long Winter Studios

    January 2013 - Present

    Currently Founder and Principle Artist at Long Winter Studios

    Long Winter Studios is an animation and asset creation house specializing in the development of high quality character assets, tools and animation. Our primary goal is to create world class assets and tools and make them available to animators, schools and studios.

    Current Responsibilities include but are not limited to:
    Business Management
    Character Design
    Character Modeling
    Design Sculpting
    Character Rigging
    Python Tools
    Pipeline Development
    Web Development and Design
    Creative Direction

  • Lead Animation Faculty

    The Art Institutes

    September 2011 - September 2014

    Curriculum:
    Cover the majority of the animation classes taught on campus. Oversee changes in curriculum - unifying, improving and communicating.This has lead to a significant improvement in student success as well as enjoyment of class time. AiSLC students are displaying more professionalism, interest in learning and higher quality of work.


    Rigs:
    Created character rigs unique to AI SLC for students to use on projects. AiSLC is now one of only a small handful of schools who can offer both an accredited degree and character rigs to students. Our catalog

  • Senior Staff Animator

    Rhythm & Hues Studios

    June 2009 - September 2011

    Working with Directors and Animation Supervisors to create character performances that convey both personality and believable physics. Help develop style, look and motion for film characters; watch people and performance, observe real animals, deconstruct their physical motion and mental state and apply that knowledge to the characters in the film. I turn around notes from directors, supervisors and clients in order to get specific character attitudes, personalities and interactions with real props, actors and sets all with very tight deadlines.
    I am als

  • Animator

    Lumenas Animation Studio

    February 2009 - April 2009

    I worked with a small team of animators, lead by Mike Belzer, developing a style of animation that would mimic stop motion. The project was to work with cg characters inside of live sets and practical props.

    I also had a chance to work slightly with mold-making and sculpture.

  • Animator

    Blue Sky Studios

    August 2008 - February 2009

    I had the privilege of working on Ice Age 3. I worked with the directors and supervisors to create the desired performances for the characters in my shots. I took notes, applied them to my work in a timely and accurate manner.
    I also did a bit of technical animation; working with fur, wind and other such effects.

  • Artist/Animator

    Disney Interactive Studios

    April 2007 - July 2008

    I edited mo-cap for a couple of titles, then moved onto about a year of concept animation for the game Bolt and an unreleased game. The unreleased game featured cartoon monsters and people. Although it was not released, the concepts gave me a change to solve difficult motion problems with made up monsters in creative ways that were both appealing and compelling.

  • Animator

    Sensory Sweep Studio

    2007 - 2007
Education
  • The Illinois Institute of Art, Chicago

    ? - ?