eriks vitolins

Feature Film Contributions (VFX/Animation)

Aliens in the Attic (2009) animation Alvin & the Chipmunks: Chipwrecked (2011) animation, facial rig, and tool development Alvin & the Chipmunks (2007) lead animation Cabin in the Woods (2010) animation Garfield: Tail of Two Kitties (2006) animation Happy Feet (2006) animation Ice Age: Collision Course (2016) animation tool development Life of Pi (2013) animation, facial rig, and tool development (tiger, hyena, orangutan, zebra) The Chronicles of Narnia: The Lion, the Witch and the Wardrobe (2005) animator Night at the Museum: Battle of the Smithsonian (2009) animation Percy Jackson 2 (2013) animation & tool development R.I.P.D. (2013) animation, facial rig, and tool development (morphing facial rig) Snow White and the Huntsman (2013) animation, facial rig, and tool development (troll) Superman Returns (2006) animation A-Team (2010) animation The Golden Compass (2007) lead animation The Hunger Games (2012) animation, facial rig, and tool development The Incredible Hulk (2008) animation Yogi Bear (2010) animation & tool development

Bringing characters to life...

I've always had a strong passion for animation since I was little. I watched hours of classic Loony Tunes and after-school cartoons. As I grew older, the counter-culture of animation also grew and consumed me. Series like Adult Swim and artists like Bill Plympton and Don Don Hertzfeldt were also huge inspirations.

The CG industry was a natural destination for me, considering both my love for animation and for technology. After watching Toy Story and Jurassic Park long ago, I knew what industry I wanted to be a part of.

Starting out as a character animator, I eventually took my years of experience within the professional creative process and applied my technical skills to improve my own workflows. This DIY initiative eventually manifested in an official team of technical artists who assisted the entire animation department in streamlining and raising the level of quality from the animation department. From there, I took on a wide range of tasks, including rig supervision, utility design, and technical liaison for the animation department.

Professional experience

  • AnimSchool Instructor

    Online instructor at AnimSchool.com for classes "Intro to Maya" and "Intro to Rigging".

    View student assignment reel

  • Hack and Paint studios

    As a co-founder, I joined members of Hack and Paint studio to deliver a high-quality VR experience with the game titled "Sunwalker".

  • BlueSky Studios

    At Blue Sky Studios, I took on a short contract as an Animation Technical Director. In this role, I was able consult with all the stakeholders of the animation department and help design new and improve existing workflow tools to enhance the abilities of the artists.

  • VFX Animation Development

    A founding member of the Animation Development Group, aka "AnimDev" to assist the collaboration between the animation and other involved departments. Designed and developed tools, rigs, workflows and education in an effort improve artists' efficiency.

  • VFX Character Animation

    I was hired soon after my apprenticeship and completed a decade of various roles as a professional VFX animator for Rhythm & Hues. Of the 19 feature films, I am proud to have been a part of 2 Academy Award-winning productions for Visual Effects with this very deserving team.

    Alongside working as an animator, I developed and supported a widely used, proprietary animation toolset called "AnimTools".

  • VFX Animation Apprenticeship

    After completing school, I was chosen as 1 of 12 animation apprentices for 2005 at Rhythm and Hues studios. For 1 month, we were educated on their proprietary animation software, and worked on animation tests using current production rigs.

  • Graduated from Academy of Art

    Graduated with a Bachelor of Fine Arts in Computer Animation from Academy of Art University.

    In 2003, I received the award for Best Visual Effects for "Clone" Directed by Steven Salisbury.