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Paul Metcalfe
Expert 3D Animator & Mocap Specialist | Human Motion R&D | Former Animation Director at EA & The VOID
I’ve spent 20 years studying what makes motion look "real"—focusing on weight, intent, and physical presence rather than just aesthetic. My background spans animation direction at EA (The Sims) and technical R&D at The VOID, where I helped build real-time full-body tracking systems. Today, I run Mocap Central, a full-stack Optitrack and Xsens studio. I’m a hands-on performer as well as a technician; I’ve done everything from HEMA swordsmanship for Knight Path to jumping into dumpsters for the Dumpster Pack . I’m driven by the challenge of translating biological movement into the next generation of robotics and AI.
 Resume | Contact Info
paul_metcalfe_animation_lead.pdf
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Email: [email protected]
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LinkedIn: www.linkedin.com/in/paul-metcalfe-animation

AAA Animation Studio in a Box | 2025 Video Showcase
Includes my most recent animation focused work:
  • Knights Path combat animations​
  • Merging and syncing multiple actors
  • Free roam mocap performance capture
  • Object tracking with synced performances
  • Range of acting from zombie to skilled swordsman
Besides a couple of extra actors, all performances, data retargeting and animation cleanup was performed by me including video creation

Atlas Robot Animation Test | 2026 Jan - Personal Project
Brief: Review the Atlas robot anatomy and create believable performances using motion capture data.
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​Work Involved: Created skeleton and control rig, model purchased from 3d marketplace, retargeted my mocap data of gymnast, animation clean up, layout and rendered in Unreal Engine.

Tools: Opitrack and Xsens mocap systems, Maya, Unreal Engine, Da Vinci Resolve.

Motion Tracking & Rigging | 2024 Video Showcase
Responsible for animation and technical work:
  • All character performances and rigging
  • Detailed gymnast flying motion capture performance
  • Facial rigging and performance
  • Prototyping body tracking solving seated posture​
  • 'JUMP'  leading engineers to complete the immersive full body tracking and ML jump trigger.

THE VOID (Hyper-Reality VR) | Jumanji: Reverse the Curse Trailer
​Mocap animation lead creating a hyper-reality experience. Mixed mocap data of actors to achieve physical <> digital marketing transitions.

JUMP VR Wingsuit Simulator  | Limitless Flight
  • Led the R&D team in a startup environment to design and implement a full-body guest tracking and flight system for a premium wingsuit VR simulator.
  • Directed an Unreal Engine development team to deliver a fully immersive flight experience with integrated sensory effects, achieving a 4.9/5 guest rating.
  • Created all avatar content and designed in-experience avatar guides to instruct and interact with guests, enhancing immersion and safety.

THE VOID (Hyper-Reality VR) | Ghostbusters: Dimension Trailer
Animation team lead creating a hyper-reality experience. Mixed mocap data of actors to achieve physical <> digital marketing transitions.

Core Strengths
  • Performance: Acting for the Avatar, Behavioral NPC Design, Combat, Locomotion.
  • Mocap Mastery: Suit-to-Engine Pipeline (OptiTrack & Xsens), Performance Direction, Animation Retargeting & Cleanup.
  • Technical Animation: ML Data Capture for Human Safety, Pipeline development, Asset Production, Rigging, Human and Object Tracking
  • Indie Agility: Founder of Mocap Central, delivering high-volume, engine-ready assets.
  • Tech Literacy: Advanced implementation in Unreal Engine and Unity.

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