Yannick Bergeron

Yannick Bergeron

Senior Cinematic Animator / 24 yrs

Montréal, Canada

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Work History
  • Senior Cinematic Animator

    Eidos-Montréal

    December 2014 - November 2015
    Montreal, Canada Area

    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.

  • Senior Animator (Cinematics)

    Eidos Montreal

    December 2014 - September 2015
  • Animation Director

    BlooBuzz

    January 2012 - October 2013
    Chicoutimi, QC, Canada

    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)

  • Co-Owner/Animation Director

    Code18 Productions

    July 2011 - January 2012
    Chicoutimi, QC, Canada

    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.

  • Artistic Animation Director

    Wendigo Studios

    November 2010 - September 2011

    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)

  • Lead Animator

    KAOS Studios/THQ

    March 2009 - October 2010

    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)

  • Senior Animator

    Treyarch - Activision (Santa Monica, USA)

    January 2006 - September 2008

    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)

  • Artistic Animation Director / Senior Animator

    Ubisoft Montréal

    June 2003 - December 2005

    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

  • 3D Animator

    Digital-Fiction (Montreal, Canada)

    January 2002 - February 2003

    - 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

  • 3D Animator

    4 Elements Studio (Montreal, Canada)

    June 1999 - December 2001

    - 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)

Education
  • iAnimate

    2014 - 2014
  • iAnimate

    2014 - 2014
  • ICARI - Montreal, Canada

    1999 - 1999
  • College d'Alma (Alma, PQ, Canada)

    1997 - 1999
  • Seminaire-Marie-Reine-du-Clerge

    1992 - 1997