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Paul Metcalfe
Lead Animator & Motion Tracking Specialist | Human Motion R&D | Physical-to-Digital Alignment
I'm a Lead 3D Animator and Motion Tracking Specialist focused on the mechanics, logic, and behavior of human movement in games and immersive interactive experiences. I excel in R&D environments where the goal is to align physical human motion with digital entities.
  • Physical-to-Digital Alignment: Developed real-time full-body tracking systems for Limitless Flight and The VOID (Star Wars, Ghostbusters).
  • Machine Learning for Motion: Experienced with ML-based human movement jump triggers at Limitless Flight to align physical actions with digital responses.
  • Systemic Animation: Directed character behavior and interactive motion pipelines for The Sims (Electronic Arts).
  • Hands-on Research: Owner of Mocap Central; performing (HEMA/Everyday Motions) and processing high-fidelity Optitrack/Xsens data.
 Resume | Contact Info
paulmetcalfe_animationlead.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 and layout. Tools include Opitrack and Xsens mocap systems, Maya, Unreal Engine.

Next Steps: Learning Nvidia Isaac and using my mocap animation data for humanoid robot training.


Specific Things I do:
  • Full-Stack Mocap/Animation: Performance acting through to engine-ready retargeting/animation along with rigging and Unreal/Unity implementation.
  • Movement Logic: Designing complex behaviors via state trees and interactive systems for characters and props.
  • Pipeline Architecture: Building the technical infrastructure, file tracking, version control, and naming conventions.​

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.

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