
David T. Peng
Senior Animator
Contact:
Email: davepengster@gmail.com
LinkedIn Profile: https://www.linkedin.com/in/pengdavid
Demo Reel: https://davepengster.wixsite.com/animation
password: pirates
My Mission:
I want to tell great stories through narrative or in-game animation. I specialize in creating hand keyed animation and motion capture editing narrative sequences or characters in living world NPC environments.
On Stage Skills: pre-planning and shooting performances that are technically correct and ready for animators to use in production.
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Motion Capture Director/ Motion Capture Technical Director
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Tactical and Hand to Hand Combat Choreography.
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Motion Capture Performer: 26 years of experience (non SAG)
Behind the desk: I do hand keyed animation and motion capture editing, layout planning, rough/final post animation work for quality deliveries, proxy modeling, and video editing for animation previz.
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Hand Keyed Animation
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Motion Capture Editing
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In-house Actor Reference Performer
Work Experience:
Zenimax Madison/Zenimax Media: Started in 2022 and 2025
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Black Bird / Kestrel Game Project and Kestrel Engine Development
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Red Fall
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Various Upcoming Titles
Cloud Imperium Games: 2014 to 2021 – 7 years as a Senior animator (cinematics and in-game), Motion Capture Director/Technical Director, Combat Design Consultant, In house performer (Persistent Universe NPC animations), Persistence Universe Metrics Coordinator, R&D Animation...
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Star Citizen (open world space sim)
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Squadron 42 (single player campaign)
Life After Bob: Independent Film - Commissioned by the Shed in New York. Scene Layout and Assembly in Motion Builder and exported to Unity.
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Life after Bob-The Chalice Study
IllFonic: Worked as a Freelance Motion Editor on:
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Predator - Hunting Grounds
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Friday the 13th
Black Tusk Studios: Senior animator, Assistant Motion Capture Director, Tactical Consultant for actors and production staff, in-house performer (motion capture and video reference), R&D Animation...
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Fable: Legends
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RANGER
Irrational Games:
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Bioshock Infinite - Narrative Animator and video reference performer
Human Head Studios / Bethesda Game Works: designed and developed ip prototype projects. Developed a motion capture pipeline for Human Head Studios.
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Bioshock Infinite
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PREY 2
SCEA: Narrative Animator and Motion Capture Performer.
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Killzone 2
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Infamous 2
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UNCHARTED 3
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SOCOM 4
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Starhawk
Raven Software: Worked on Singularity, and other upcoming projects. My main roles are acting, creature performance, stunts, planning, and safety coordination. I oversaw the quality assurance for the motion capture department. Additional roles included: rapid prototype development, virtual set planning, motion capture session directing, fight choreography, tactical choreography, physical acting, creature puppeteering, stunt work, performance/stunt talent training, safety coordination, post data cleaning-solving, post motion editing, hand keyed animation, video editing, safety prop fabrication, and talent scouting. Fall 2006 to Spring 2010.
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Call of Duty - Black OPs
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Singularity
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Wolfenstein
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Wolverine X-men Origins
Naughty Dog Entertainment: Animation and experimental state flow combat, navigation, traversal, and combat gameplay integration for next generation game theory "Uncharted" Drakes Fortune, along with motion capture pipeline setup and development, in-game animation and FMA cinematics, performance animation, fight / tactical choreographer and consultant, storyboarding and editing. Stunt Performance (one of 3 performers roto-referenced and motion captured for main character "Drake" and pirates). Feb 2004 to 2006.
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Uncharted – Drake’s Fortune
Sony Imageworks: Motion Capture rough and final Integrator for "The Polar Express", winter 2003 to 2004.
Midway/Atari: Pre-Rendered and in-game Cinematic development, specifically character setup, character animation, motion capture editing, creature puppeteering, performance animation, fight choreography, modeling, and concept design for the cinematics department and game development. Winter 2002 to Winter 2003.
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Dr. Muto
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Gauntlet Dark Legacy
Giant Studios: Character animator, conceptual artist, motion editor, and motion capture performer, fall 1999 to summer 2001
Projects Include:
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“Matrix 2 and 3" R&D
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"Lord of the Rings” R&D motion capture performer
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PS2 "Ape Escape"
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Toonami Tom 2.0 – Cartoon Network
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"Blade 2" R&D motion capture performer
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Jet Lee's "The One" R&D motion capture performer
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"Fruits of Labor" Sigraph animated short – Storyboard artist and Character Animator
Additional Films / TV Production:
"MONK" TV series (2 episodes): Jobs included: martial arts choreography in both hard and soft styles (Tae Kwon Do and Yang style tai chi).
"Sempiternal" 1998 Independent Film-Jobs included: designing fight choreography, storyboarding, and 3d effects animation and compositing, and stunt man.
"The Lantern" 1997 Independent Film- Jobs included: costume design and construction; fight choreography, set design, grip, and stunt man.
'The Generals Daughter' Paramount Pictures 1999
Software:
Motion Builder, Maya, Unreal Engine, Perforce, Photoshop, Premiere
Game Engines: Unreal Engine 5, Star Engine, Unity, Doom Engine
Motion Capture Systems: MVN Xsens, Motion Analysis, Nuance (Giant Studios), Vicon, OptiTrak
Education:
iAnimate: Feature Animation Workshop Level 3
Savannah College of Art and Design: Bachelor’s degree in computer art