Kelly Talesnick

Kelly Talesnick

Crowd Artist and Mocap Specialist in LA

Lead Lead Crowd Artist / 6 yrs

Los Angeles, CA

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Lead Crowd Artist and Motion Capture Specialist in Los Angeles.

https://www.kellywetzeltalesnick.com/
Work History
  • Senior Crowds Artist

    LAIKA, Inc.

    September 2024 - September 2025
    Remote
  • Lead Crowds Artist

    DreamWorks Animation

    January 2023 - May 2024
    Glendale, California, United States · Hybrid

    Worked as a Lead Crowd Artist on:
    - The Wild Robot
    - Ruby Gillman: Teenage Kraken

    Nominated by the crowds department leadership and selected to participate in the DreamWorks Empower Leadership program

    Assists the Supervisor by disseminating information and taking over tasks when applicable

    Responsible for specific initiatives including leading sequences and advanced crowd development tasks

    Attends key meetings with or is the point person in lieu of Supervisor as needed

    Assists with testing and rollout of new versions of critical software.

    Leads educational initiatives/documentation for show specific tools, templates, and systems.

    Assists in development of tools and techniques to streamline pipeline/processes.

    Initiates cross department conversations about workflows, methods, concerns and best practices.

    Acts as liaison to departments to help resolve issues for incoming and outgoing asset deliveries.

    Confirms shot work and assets are delivered downstream.

    maintains all the responsibilities of a Crowds artist(including crowd shot work and agent development - see below job description)

    Serves as a mentor/point person for all artists on the show.

    Provides technical assistance for artists.

  • Crowds Shot Artist

    DreamWorks Animation

    January 2018 - February 2023
    Glendale, California · Hybrid

    Worked as a Crowd Artist on:
    -Kung Fu Panda 4
    -Trolls: Band Together
    -Puss In Boots: The Last Wish
    -The Bad Guys
    -The Croods: A New Age
    -Trolls: World Tour
    -Abominable
    -How to Train Your Dragon: The Hidden World

    Create appealing performances for crowd characters using Crowd simulation software and motion editing tools

    Design crowd character behaviors and agents and work closely with cycle animators to craft the necessary animations

    Test and develop the crowd asset setups required to craft compelling performances

    Maintain and expand upon existing crowds technology and tools

    Address creative and technical notes

    Identify and solve problems in simulations, cycles, and renders

    Was awarded the DreamWorks Ingenuity Award in 2019 for my work building a more efficient stadium crowd system for Trolls:World Tour

  • MoCap Engineer/Artist

    DreamWorks Animation

    June 2015 - January 2018
    Glendale, California · On-site

    Worked on mocap for Rough Layout and Virtual Cameras on:
    -How to Train Your Dragon: The Hidden World (2019)
    -Captain Underpants: The First Epic Movie (2017)
    -The Boss Baby (2017)
    -Trolls (2016)
    -Kung Fu Panda 3(uncredited) (2016)

    Retargeting and motion editing motion capture data onto characters in MotionBuilder

    Running Vicon Blade on set during motion capture shoots

    Cleaning motion capture data in Vicon Blade

    Running MotionBuilder and Vicon Blade on set during mocap shoots to give live previsualization to directors and layout artists

    Managing a camera capture volume for layout artists to use in feature film production

    Project management on various short and long term motion capture team projects

    Session Manager for Motion Capture shoots, which includes responsibilities such as creating a callsheet, managing assets, interacting with clients and production team members, and helping to troubleshoot and manage issues that arise during the shoot

    Converted animation rigs from a proprietary animation package first into Maya, then into MotionBuilder and Unreal Engine

  • MotionBuilder Operator

    Wētā FX

    March 2015 - June 2015
    Vancouver, Canada · On-site

    Operated a virtual camera tent on set of Disney's The BFG.

    Worked with the director of the film and 1st camera operator to capture virtual cameras.

    Ran a Giant mocap system while simultaneously running MotionBuilder and a video recording station.

    Also responsible for prepping and QCing scenes to prepare them for virtual camera shoots.

  • On Set Previsualization Supervisor

    Rockstar Games

    December 2013 - December 2014

    Supervised all live MotionBuilder previsualization for mocap shoots integrating live camera editing, audio recording, and FacewareLive facial capture recorded into MotionBuilder.

    Operated MotionBuilder on set for all motion capture shoots

    Collaborated with the tools team to develop a new pipeline and tool set for live previsualization on mocap shoots.

    Worked with directors, animation supervisors, clients, and actors across the many Rockstar studios to help realize their vision for each scene.

    Developed a new pipeline for layering multiple shots into a single MotionBuilder file, allowing directors and producers to separate complex scenes into smaller more manageable segments while still seeing all of the pieces playing back together in real-time.

    Titles Include:
    GTAV Next Gen

  • Motion Capture Specialist/Animator

    Rockstar Games

    February 2010 - December 2013

    Promoted to Motion Capture Specialist in charge of all motion capture live previsualization.

    Operated MotionBuilder on set for all motion capture and virtual camera shoots

    Worked with the camera team shooting and post processing virtual cameras in Vicon Blade and MotionBuilder.

    Worked on a team to develop new virtual camera technology for camera work used in Max Payne 3 and GTAV.

    Helped the mocap team transition from a Vicon motion capture pipeline to a Giant system.
    Motion Capture Animator (February-November 2010)

    Worked as an animator in MotionBuilder for cinematic scenes on L.A. Noire.

    Oversaw a small animation team fixing animation bugs at the end of production on L.A. Noire.

    Managed the operation of a mocap stage during motion capture recording sessions using Blade.

    Developed a pipeline for prepping characters for live previsualization in Blade and MotionBuilder.

    Created automated post processing scripts and pipelines in Blade.

    Titles include:
    GTA V
    Red Dead Redemption
    Red Dead Redemption: Undead Nightmare
    L.A. Noire
    Max Payne 3

  • Motion Capture Animator

    Perspective Studios

    December 2009 - February 2010
    Glen Cove, New York, United States · On-site

    Animated in MotionBuilder for Rockstar Games' L.A. Noire.

    Utilized Blade and Motion Analysis software for motion capture shoots and data post processing.

    Developed an actor set up pipeline that was used for every character range of motion captured for L.A. Noire.

  • Teaching Assistant

    Savannah College of Art and Design

    August 2009 - November 2009

    Assisted Professor Aram Cookson in teaching the Animation for Games course at SCAD

    Developed and taught the mocap portion of the class

  • Assistant Lacrosse Coach

    Savannah College of Art and Design

    September 2008 - November 2009

    2nd Assistant for the SCAD Bee's Varsity Lacrosse team.

    specialized in goalie training

  • Motion Capture Tech/Animator/Intern

    Perspective Studios

    June 2009 - August 2009
    Glen Cove, New York, United States · On-site

    Utilized Blade for motion capture post processing, tracking, and cleaning up raw motion capture data

    Set up actors and animated with motion capture data in MotionBuilder

    Worked as a production assistant during motion capture shoots

    Titles include:
    Red Dead Redemption
    Grand Theft Auto and the Ballad of Gay Tony

  • Generalist Intern

    Pixeldust Studios

    May 2008 - August 2008

    Created matte paintings and set extensions in Adobe Photoshop

    Rotoscoped in Adobe After Effects

    Created camera moves and 3D models in Maya

    Assisted with storyboarding

    Created in house documentation

    Edited and polished shots between rough cut and fine cut.

Education
  • Animation Workshops

    iAnimate

    2013 - 2016
  • character animation

    AnimSchool

    2014 - 2014
  • Force Drawing

    DrawingForce.com

    2013 - 2013
  • Video Game Animation Workshop

    CG Society

    2013 - 2013
  • School of Continuing Education in Acting

    Hofstra University

    2013 - 2013
  • Online Personal Animation Mentor Program

    CG Spectrum

    2012 - 2013
  • Master of Art in Animation

    Savannah College of Art and Design

    2008 - 2009
  • B.S. in Animation

    James Madison University

    2004 - 2008