Video game development veteran of nearly 3 decades, with a career spanning some of the biggest franchises in the industry...
Video game development veteran of nearly 3 decades, with a career spanning some of the biggest franchises in the industry...
Video game development veteran of nearly 3 decades, with a career spanning some of the biggest franchises in the industry...
The video game industry has transformed in the last three decades. From simple pixelated screens to rich, immersive interactive experiences, games have become the pinnacle of entertainment. For nearly 30 years, Chris has been at the heart of this evolution, witnessing shifts that were once deemed inconceivable.
In 1995, Chris earned his BFA in Computer Animation from Ringling College of Art and Design, complemented by a minor in photography. He began his career animating for TV commercials, but soon, the emerging world of video games beckoned him with its promise of unlimited creativity. With that decision he quickly moved into a relatively new medium that seemed to be primed for growth and exploration, videogames. It was the early 90's and gaming was still somewhat in their infancy as far as media, let along an industry. It was a decade of transition from sprite-based graphics to full-fledged 3D graphics giving rise to several genres of video games including the first-person shooter.
Chris's first game gig fell into that category and ended up being beyond memorable. The first project he became attached to was an industry groundbreaker titled "Duke Nukem." Little did he know that it would help set the bar for first person shooters for decades to come. In the years following, his career moved him California, working first for Crystal Dynamics as Animation Lead.
In 2000 he joined Electronic Arts "Visceral Studio." There he served the studio for eight years as the Animation Director. During this time Chris became an integral part of nearly every project that Visceral shipped during his tenure. The pinnacle of his experience there was being one of the original creators of "Dead Space," 2008's action game of the year.
In August 2009 he was hired by Activision's "Sledgehammer Games" and brought in as the second employee to help found and build the studio from the ground up. For nearly ten years he held the position of Supervising Director of Animation on what has become the most successful gaming franchise of all time, Call of Duty. While working on these projects for Activision brought him some of the greatest experiences and opportunities of his career, he constantly longed for the storytelling and character-building experiences of a 3rd person narrative driven game.
2018 brought him a new opportunity as he was sought out by Sony Interactive Entertainment. With his hiring they established the role of (Sr) Supervising Director of Animation for him in their Bend Oregon studio. There he joined the “Days Gone” team where he worked diligently to edit and refine all work done prior to his arrival to assure a strong story, compelling main character and a solid ship date in 2019.
One year later, Chris was recruited by KRAFTON to help found and build “Striking Distance Studios,” their flagship North American studio. There I held the role of Chief Creative Officer for nearly 5 years. As such, I was responsible for supervising and coordinating the studio’s creative leaders. Including leading the team in the development of the artistic aspects of all departments within the studio, including the studio’s image and values which I worked to uphold on a day to day basis.
Currently I hold the role of Studio GM at Void Interactive. There I oversee the studio's daily operations and collaborate closely with the executive team to maintain quality and drive innovation across all ongoing projects. My role involves establishing the vision for new initiatives, setting short- and long-term strategic goals, and managing timelines to achieve successful commercial outcomes. Additionally, I prioritize company projects, and assist in managing studio budgets, while working to make strategic decisions to ensure the studio's overall health and success.
"Chris is a great director. He understands characters relationships and emotions better than most with which I've worked. He knows how to "run a set" and gives direction that's clear and concise. I love working with him and consider him one of the best directors I've had the pleasure to work with."
-Josh Duhamel
“ I love Chris. He's prepared, knows exactly what he wants, and yet remains extremely open to new ideas. His collaborative attitude keeps the work unpredictable and surprising, while his enthusiasm and humor keeps the days rolling by quickly. His set is a happy one. I dig making cool stuff with this dude."
-Sam Witwer
"Chris creates a safe space for us to play and collaborate on the mocap stage. He brings humility and professionalism to set every single day and I feel lucky to have worked with him on my first video game, and hope for more to come!"
-Karen Fukuhara
"As a Director, Stone, like his name suggests, is a rock. Solid. Dependable. His passion for his work is infectious and he instinctively helps you live in the world you're creating. He is a team builder, a creative force that connects the dots of many moving pieces to deliver an amazing production."
-Russell Richardson
“I’ve had the pleasure of working with Chris across multiple projects. He navigates each one with knowledge and confidence that invariably bleeds into his actors. He supports the creative process, and is beyond proficient, prepared and passionate. I would follow Chris on any project…no questions asked.”
-Jeff Schine
With experience in roles such as Chief Creative Officer, Senior Animation Director, and Stage Director on over a dozen shipped titles, his guidance and experience in shipping cutting edge software is undeniable.
Whether it’s game direction, art direction, animation direction, or stage direction, Chris has the breadth of experience to help refine and build AAA content at the highest level.
For the better part of 20 years Chris has been a gameplay and stage director for A-List celebrities and Hollywood stunt talent on some of the biggest productions in the industry.
Building a studio from scratch or helping structure and grow existing groups, Chris is known industry wide for mentoring and fostering some of the strongest creative teams around.
Chris is a veteran Director, Cinematographer, and Choreographer. His creative leadership on Call of Duty is just one example of his experience. All action sequences were conceptualized and directed by Chris, including fight choreography with top Hollywood stunt talent. This was a fight scene he designed and directed for Call of Duty Advanced Warfare.
As the Animation Director and one of the original creators of the "Dead Space" franchise, Chris was not only at the helm of the team, directing and supervising them on a day-to-day basis, but he was also individually responsible for the conceptualization of the "Death and Dismemberment" system for the game, including designing and hand authoring all Isaac death sequences for which the game has become known. These are just a subset of such in-game sequences, combined with behind-the-scenes footage from his animation files during production.
Chris has spent decades crafting world class cinematography and directing A-List celebrity talent on stage and in the voiceover booth. Talent such as James Caan, Marlin Brando, Kevin Spacey, Josh Duhamel, Troy Baker and Karen Fukuhara just to name a few. Chris is an experienced director capable of bringing the stage to life and the best out of each of the actors involved. Additionally, his eye for cinematography and extensive choreography experience makes him one of the best and most experienced directors in the game industry.
Chris is a charismatic leader that coworkers, talent and fans alike gravitate towards. He is known industry wide for building amazing teams with a cohesive dynamic and consistent growth. Whether it’s seeking out amazing talent to build a studio from the ground up, or mentoring and guiding creative groups, his teams are empowered to bring their ideas to the table and always feel they produce better work through Chris's reviews and feedback.
Chris is also highly skilled at building strong team dynamics and long lasting relationships with the talent he works with on stage. Whether he’s walking through scenes with actors or choreographing a sequence with the stunt crew, Chris gives concise direction, and always treats the talent as partners, forming a bond with each of them that allows him to achieve amazing results within their respective performances. This is evident through the consistent desire for actors to return to the stage alongside Chris, project after project.
KRAFTON - Striking Distance Studios
TITLE: Chief Creative Officer
Supervised and provided game direction to all creative teams over the course of the 3+ year development of the project. Including Narrative, Gameplay, Concept art, Character art, Animation, Cinematics, lighting and VFX. Chris met with these teams weekly to help guide the design process and uphold the artistic standards of project. Chris also conceptualized and directed all gameplay animation as well all the cinematic work within the game, working closely on stage with talent such as “Transformers" Josh Duhamel, "The Boys" Karen Fukuhara, and Sam Witwer. Additionally as CCO, Chris's focus included the studio’s image and the narrative that "Striking Distance Studios" as a company wanted to tell and the values which were upheld on a day-to-day basis.
SONY - Bend Studio
TITLE: Senior Animation Director
Hired during the later stages of the production cycle to get the game re-focused and shipped on time. Provided game direction and feedback to the cinematics and gameplay teams. Directed rework for all combat and core movement and mechanics for the main character and enemies to improve the overall gameplay experience. Edited and refined the existing cinematic work to ensure a compelling story and a captivating main character. Introduced new processes and practices to streamline development pipelines.
ACTIVISION - Sledgehammer Games
TITLE: Supervising Animation Director
Extensive work experience on COD: WW2 including game direction, design feedback, gameplay and combat mechanics and choreographing and directing all on stage performance and motion capture sessions. Working with top Hollywood talent such as “Transformers" Josh Duhamel and some of the industry's best stunt talent to execute best in class cinematic and action sequences in what became the top campaign produced within the Call of Duty franchise.
When not on set, Chris supervised and directed a team of upwards of 20-30 animators and artists building an exciting and dynamic gameplay and cinematic experience unlike any other, all while working with design and narrative to deliver on what can only be a AAA Call of Duty franchise game.
ACTIVISION - Sledgehammer Games
TITLE: Supervising Animation Director
Extensive experience across multiple departments on COD: AW. Chris was instrumental in the development of all of the newly designed “exo gameplay mechanics“ for Advanced Warfare. He provided creative direction to many of the teams and choreographed and oversaw all on stage performance and motion capture sessions. Directing top Hollywood talent such as “Last of Us” Troy Baker, "The Walking Dead" Khary Payton and Academy award winner Kevin Spacey, as well as the industry's top stunt talent to execute best in class cinematic and action sequences.
When not on set, Chris supervised and directed a team of upwards of 20-30 animators and artists building an exciting and dynamic gameplay and cinematic experience unlike any other, all while assisting with design and narrative to deliver on what can only be a AAA Call of Duty franchise game.
ACTIVISION - Sledgehammer Games
TITLE: Animation Director
Working as the Anmation Director on MW3 required a lot of cross team direction. Chris's animation group was paired with a team at Infinity Ward to ship has been described as the "most highly anticipated game sequel of all time." Chris supervised and directed all mocap shoots as well as a team of upwards of 15 internal animators and artists while simultaneously providing feedback for IW's external groups, on ten of thousands of new gameplay animations and sequences. Additionally, Chris was responsible for conceptualizing, directing and personally hand authoring, many of the epic action scenes for which the game became known. Other resposibilities included aiding in direction of talent such as Idris Elba, Timothy Olyphant, William Fichter and Bruce Greenwood.
ELECTRONIC ARTS - Visceral Studio
TITLE: Animation Director
As one of the original Creators of the “Dead Space” franchise and Senior Animation Director, Chris moved immediately onto the Sequel to build on the original product in new and innovative ways. Chris began to conceptualize and author new enemies such as "the Pack" and new “Isaac Death” animations. Chris also dawned the mocap suit to perform and capture new and improved Isaac locomotion and combat animations prior to the projects ship date and his departure from EA. Additionally responsibilities included supervising his team of animators on site to maintain quality and continuity.
ELECTRONIC ARTS - Visceral Studio
TITLE: Animation Director
Chris was brought on late to this project as it was deemed "at risk" by studio Leadership. In the 6 months Chris worked on GF2, he completely overhauled the combat and paired kill system, in addition to elevating the games overall quality through refinements within the animation content and systems. The game ultimately shipped on time with with better-than-expected reviews.
ELECTRONIC ARTS - Visceral Studio
TITLE: Animation Director
Chris was one of the original Creators of the “Dead Space” franchise on which he was the Senior Animation Director, directing and supervising all motion capture and performance capture sessions in addition to supervising a team of animators and artists on site to maintain quality and continuity. Furthermore, he served as the hand key animator for all of the “paired kill” and “Isaac Death” animations for which the game became well known. Chris was nominated for an ANNIE award for this work, and won a NAVGTR award for “best in game cinematography.”
ELECTRONIC ARTS - Visceral Studio
TITLE: Animation Director
Simpsons was another project within the "Visceral Studio" considered "at risk" when Chris was brought onboard. It was one of the the first times "Gracie Films" had allowed full 3D versions of their characters to be authored and used within a game. Chris was tasked in helping re-author ALL CINEMATIC cutscenes by hand to adhere to new criteria set forth by "Gracie" to maintain character likenesses. In little more than 6 months, he was able to help produce dozens of scenes to help get the game on the shelves, on time.
ELECTRONIC ARTS - Visceral Studio
TITLE: Animation Director
As Animation Director for "Godfather the game," Chris had the daunting task of helping produce a game based on a cultural Icon of a film. Chris was instrumental in concepting and developing all of the inovative gameplay mechanics such as the "black hand" and interrogation tactics on top of directing all gameplay animation and cinematics. Chris played a large role in the capture of all performances for many of the film's stars including James Caan, Robert Duvall, and Marlon Brando.
ELECTRONIC ARTS - Visceral Studio
TITLE: Animation Director
In his first "Directorial" role, Chris worked diligently with his team to recreate "Return of the King" in "game form" Including directing on stage the original stunt team from the film franchise. Paying close attention to the details that made each character unique, Chris directed, captured and created accururate, movement, combat and mechincs that looked and felt true to the film. On top of recreating all the heros and villians in interactive form, Chris also directed and created a multitude of "Match Move" shots that seamlessly blended from film footage to computer generated game cinematics, creating a true interactive Lord of the Rings Experience.
ELECTRONIC ARTS - Visceral Studio
TITLE: Animation Lead
Chris was initially hired as the "Animation Lead" for "Knockout Kings," a popular boxing game under the "EA Sports" brand. However once he was under the wing of EA, it was quickly deemed more important for him to help take the reins of "LOTR The Two Towers" which at the time was in production by an external studio. The movie was then deep into filming with Peter Jackson at the helm, and this "companion game" was in dire need of assistance to assure its concurrent shipping date. Chris relocated to the external studio and worked tirelessly to rework all the characters and their animation sets, as well as boss encounters to ensure EA shipped a hit to correspond to Jacksons masterpiece. Ultimately this all paid off, shipping a highly scored product that out performed all sales expectations.
EIDOS INTERACTIVE - Crystal Dynamics
TITLE: Animation Lead
Chris was brought onto the project with 6 months left in production. At that time, the game had hit a serious issue with its cinematics where none of what had been produced during 2 years of development was deemed "shippable." In that final 6 months, Chris conceptualized, and along with 2 other more junior animators, hand authored, and finaled over 2 hours of cinematic shots allowing the game to ship on schedule.
EIDOS INTERACTIVE - Crystal Dynamics
TITLE: Animation Lead
Mad Dash Racing was an "Original“ XBOX launch title in 2001. It was innovative for the time, choosing to be the only "on foot" racing game on the market. It was highly stylized with unique personalities tied to each of the selectable game characters. As "Animation Lead" one of Chris's responsibilities was defining the personalities for the bulk of these characters. Once that task was compete, Chris then modeled, textured, rigged, and hand animated each of these characters, nearly single handedly producing all playable assets for the game.
THQ - Contract Work
TITLE: 3D Artist
In 2000 Chris was contacted by an art director with THQ. The request was for some contract work to be done, Modeling, Texturing and Rigging the playable characters for “Nicktoons Racing." In less than 4 weeks Chris completed the contract producing half of all characters in the shipping game.
EIDOS INTERACTIVE - Crystal Dynamics
TITLE: Animation Lead
"Disney Racing" was Chris's first experience heading a team and guiding a project in a leadership role. Chris lead the character and animation team from the start on what initially was just an "unspecific cart racer." He built and animated a multitude of cart types and characters just to prototype the game. Once Disney got on board he worked diligently with their concept and character team to assure both the "named" and "unnamed" Disney characters fit the game and lived up to the expectations of the Disney production team. Once all approved, he lead the development of each of the characters and their animations as well as tuned them to make what many consider to be a "highly underated cart racer"
EIDOS INTERACTIVE - Crystal Dynamics
TITLE: Senior Animator
Chris was one of a team of 3 character artists/animators on "Gex3." His primary responsibility was to model, texture, rig, and animate all enemies within the game. However because of the speed at which he produced and "finaled" his assets, he ended up owning a significant portion of all of the animated characters within the game, including a multitude of unique "gex character skins" and numerous motions on the main character. When all was said and done, Chris had single handedly produced nearly 70% of the new character and animation content for the game.
EIDOS INTERACTIVE - Crystal Dynamics
TITLE: Senior Animator
"Akuji" was another project that Chris joined late in production, however due to Chris's abilities in more than one field, he was able to help final the game in a variety of areas. On top of jumping in to help complete many enemies animation sets and models, Chris also was heavily utilized by the marketing team to create a multitude of print and advertising images used throughout the publicity campaign for the project. This included magazine covers, posters and print articles featuring the game.
EIDOS INTERACTIVE - Crystal Dynamics
TITLE: Senior Animator
In 1997 Chris Joined Crystal Dynamics to help wrap up the "Gex 2" project. The production was well underway but Chris was able to step in without missing a beat and help finish the game through his extremely expedient skillset. He was able to adapt to the new studio processes and bring some of his own knowledge to the table, influencing a shift in the studio towards a 3DS Max pipeline which sped the development along significantly. Additionally he stood up a tremendous amount of animation content in a short time across multiple characters to help deliver the game on time, to very positive reviews.
GT INTERACTIVE - N-Space
TITLE: Animator
After finishing his work on "Duke Nukem TTK," Chris had made a name for himself by the speed at which he was able to produce very high-quality characters and animation. Because of which he was quickly brought onboard "Rugrats" to help them author and bring to final, many of the primary characters in the game. The game was behind in production, and in a matter of weeks Chris had managed to help bring the project back on schedule and ship on time.
GT INTERACTIVE - N-Space
TITLE: Animator
"Duke Nukem TTK" was the highly anticipated first sequel to the hit game "Duke Nukem 3D' Ironically it was also the first all "3D" game made in the franchise. Despite Chris's lack of seniority at the time, he still garnered the responsibility of modeling, texturing, rigging and animating the games namesake. Additionally, he was responsible for animating many of the more well-known enemy characters such as the "Pigcop" and "Octabrain"
GT INTERACTIVE - N-Space
TITLE: 3D Artist
"Bugriders" was nearly complete as a shippable game prior to Chris joining the project. However, what was not complete, were all the cinematic shots and marketing materials still required prior to delivery. Chris worked diligently modeling texturing and rigging many high-resolution characters and assets. Over the course of those final months of production, Chris was able to aid in completing all the cinematics as well as numerous magazine covers and advertisements for the game.
GT INTERACTIVE - N-Space
TITLE: 3D Artist
Tigershark was a "Playstation 1" launch title. There was very little known about game development on a console at that point so much of this game was figuring things out from scratch. Though Cris had very little game development experience, what he did have was a knack for building assets very quickly and efficiently. Chris came on board and produced a tremendous amout of 3d models, from underwater bases, to attack boats, to helicopters. Chris also assisted in the production of all the cinematic sequences throughout the course of the game.
GT INTERACTIVE - N-Space/3D Realms
TITLE: 3D Artist
As one of Chris’s first experiences in the game indusrty, “Duke Nukem 3d” set a high bar for all the projects to come in the future of his career. “DN3D” to the day is considered to be one of the earliest titles responsible for popularizing first-person shooters, and was released to major acclaim. Chris’s experience was fairly limited on the project given his lack of seniority but he was involved in helping create many of the character animations across the game while working at N-Space as a collaborative studio. These assets were then provided back to 3d Realms to render down into the “2d sprites” which appeared within the game.
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"Boat simulation" stage setup Chris devised using innertubes to simulate the motion of water under a boat during motion capture.
" I consider Chris one of the most outstanding game developers I have ever had the pleasure of working with...Chris has skillfully directed A-list talent in performance capture and motion capture session. Chris has lead large animation teams in delivering the world’s most successful AAA games. Chris has pioneered new animation pipelines and technologies to ensure his projects are always on the cutting edge. Chris is one of the strongest creative minds on the team and has always played a critical role in shaping the creative direction for the projects we have worked on together. Chris is a master collaborator and has the unique ability to present ideas and solutions, across multiple disciplines, in a way that brings focus to difficult discussions or complex problems. Chris has an incredible cinematic eye and is an expert storyteller, contributing to his projects always being celebrated for their narrative and emotional impact. Most of all, Chris is a wonderful human being. He has an electric personality that builds morale in teams and unity among co-workers. Chris is the kind of guy you always want to be around. There is truly nobody I would rather work with than Chris Stone. "
-Production Team Member
"... Chris brought a strong vision to the project. He was great at communicating that vision and always knew how to get the most out of our shots and make them better. Working under him taught me a lot, and he brought that growth out in everyone he interacted with. His strong, uncompromising pursuit for quality drove and defined the final visual product beyond just animation.
Chris's wealth of knowledge and responsibilities made him one of the most influential and valuable leaders on the team. Whether it's animation, directing acting, logistics, or even helping drive r&d, Chris brings a ton of expertise that would make him valuable and able to slot in on any project.
As a leader, Chris is one of the most personable and passionate guys I've worked with. His charisma and attitude creates an atmosphere where people can produce their best work. He has strong leadership skills and really looks out for his team. I'd love to work with him again in the future."
-Content Team Member
"Having the privilege to work under Chris was an incredible experience. I witnessed his remarkable leadership skills in action. It wasn't just about bringing the team together under a common vision; Chris was the driving force that propelled us in the right direction. Honestly, without his guidance, we wouldn't have reached the point we did. I'm sure every single team member would agree with me on that.
Chris had an unwavering vision. He had a clear picture of what he wanted, but personally, what's even more admirable was how he gave me the space to grow as an animator. He pointed me in the right direction while also letting me spread my creative wings and contribute my ideas without stifling my autonomy. I don’t know how Chris managed to juggle multiple aspects of the project beyond the animation team – I'm still trying to figure out how he did it all.
Chris is more than just a leader; he's an inspiration. I look forward to the opportunity of crossing paths with him again someday."
-Content Team Member
"Chris is definitely a seasoned veteran of the industry--one who is knowledgeable, skilled, and has a sharp eye for animation and cinematography. He also brings strong leadership qualities that enables him to manage large teams and get the job done. As an artist, he pays attention to details, knows what looks good when it comes to human motion and the big screen, and always upholds a high standard for quality. With a well-rounded skillset and extensive experience, I believe Chris would prove to be a huge asset and a key player to any future project of which hes a part."
-Production Team Member
" There are a lot of game development teams out there that could benefit from adding Chris to their senior leadership team - if you need someone that can build you a team, define pipelines, establish a high quality bar, develop strong relationships with vendors and hold them accountable, collaborate with all other disciplines, and be a vocal, friendly presence in your creative braintrust, Chris is a great hire."
-Production Team Member
"Experience, knowledge, leadership and inspiring. All those traits describe and have been displayed by Chris. I had the pleasure of working closely with Chris as my animation director while we were developing cinematics for Call of Duty WW2. Chris made a huge impact on my shots because of his creativity and knowledge of visual storytelling. He has an eye for making cinematics more appealing and he isn’t afraid to break any rules. Even with a passionate direction, he was always open to any opinions that I might have. Such an inspiring talent that would be valuable for any team looking for a director and I HIGHLY recommend him!"
-Content Team Member
"I had the great pleasure of working under Chris on Call of Duty: WWII. His professionalism and passion are inspiring. He is direct and informative with instructions which I appreciated. He is extensive and thorough in research and knowledge of both his craft and subject matter. He is a skilled animation director and knows how to lead. Great leaders are a pleasure to follow which I definitely felt under Chris. He looks out for his team which often goes unthanked, at times unobserved but never unappreciated."
-Production Team Member
"If I could describe Chris in two words, it would be passion and expertise: He is a driving force behind quality and innovation, directly impacting the biggest games of the year. Overseeing mocap shoots, managing teams of animators, animating individual shots, forward thinking and implementing new animation tech, researching studio improvements, he's always thinking about how all that fits into *actually making a game*: Without real end results none of that matters, and you can't argue with the results he achieves."
-Design Team Member
" He is a genuinely fun person to work with, especially when it comes to bouncing wild ideas off each other. He comes in with unique creative perspectives and it's just in his nature to bring bold visions to the table. His positive attitude and sincerity makes him the kind of person you look forward to working with. He's also the kind of person who always expresses his appreciation and gratitude for the work being done by others around him. "
-Content Team Member
" 20+ years experience in the games industry made him an expert in his craft but most important; it has made him a great leader. When I first started working directly with him 5 years ago, what stood out to me was how loyal his team was to him. As I worked more with him I understood why: Chris would protect his team and fight for them to the death. He genuinely cares for his team and they know it. He always kept us in the loop, trusted us with important tasks and encouraged us to grow. I learned later how much he fought to keep us from crunching, advocating for cuts or alternatives to keep our team efficient and on time. Chris is at his best solving problems, he extremely resourceful and always gets the job done at the highest quality. I have done my best work while working for him and I hear that sentiment echoed throughout the team...
He would be a pillar in any studio lucky enough to get his wealth of talent and experience. "
-Content Team Member
" I’ve worked with Chris for many years. Chris is a natural leader with tons of experience in stage direction, performance capture and mocap. He has led small and large teams from varying degrees of experience. Chris has a strong eye for detail and even stronger vision for a cinematic scene. Often he will act out motions for actors and animators to help convey his meaning. His feedback is very precise and impactful. He has worked cross departments to find creative solutions for FX, Audio, and Design. Chris is also no stranger to suiting up for a mocap season himself. Chris performed all of the main character’s motions in “Dead Space”, along with many others during our time at EA including “lord of the rings”, and “Godfather”...Chris directed all of the large name talent as well as our stunt men. He set up pipelines for delivery and managed outside vendor relationships.
His strong charisma serves well when communicating to the public or executives. In another life he probably could be in P.R., but his heart is in Animation."
-Content Team Member
" I got to see first-hand how a seasoned/passionate Director not only 'directs', but how he makes it his mission to mentor and help develop everyone he comes into contact with. Chris is a force of nature on the mocap stage; directing performance capture shoots like the seasoned animation director he is. I saw not only stuntmen, but also Hollywood talent gravitate to chris while he orchestrated complex motion capture scenes."
"His presence, leadership and knowledge - both on the mocap shoots and on the studio floor - made it so that our team was one of the strongest and most productive departments in the studio"
-Production Team Member
2024 Christopher Stone_Creative Leader and Director Resume (docx)
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