Edmonton, Alberta
Nathan Zufelt
Animation Director
I've directed animation on BioWare's story-driven RPGs for nineteen years, and I build the tools that let a small team work at AAA scale.
I started in television animation, spent nine years as a cinematic animator and lead, then directed animation on Anthem and Dragon Age: The Veilguard. Most recently I was Director of Animation across gameplay, living world, ambients and technical animation on Mass Effect: Universe.
I also build the production side: procedural pipelines in Maya and Unreal Engine 5 that take on the repetitive work, verify every result, and leave every performance with the animator.
- What I lead
-
- Gameplay animation
- Cinematics
- Ambients and living world
- Technical animation
- Animation pipelines and tools
- Games
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- Mass Effect: Universe cancelled 2026
- Dragon Age: The Veilguard 2024
- Anthem 2019
- Dragon Age: Inquisition 2014
- Mass Effect 3 2012
- Dragon Age II 2011
- Mass Effect 2 2010
- Dragon Age: Origins 2009
Recent work
Highlights from my time as Senior Animation Director at BioWare, 2020–2026.
Gameplay systems
- Powered ragdoll, physics play and chained abilities
- Hit reactions and deaths with complex locomotion blending and matching
- NPC and player traversal
- CQC takedowns and paired combo animation systems
- Navmesh-aware motion warping
- Weapon variants and weapon-overlay locomotion
Cinematics and living world
- Procedural cinematic pipeline: hundreds of conversations from script to staged scene, with rule-based cameras and MetaHuman facial animation from VO
- Seamless scene-to-gameplay hand-offs
- Ambient smart-object animation sets with seamless enter/exit and transition setups
- NPC reaction systems with layers of escalation, and automated testing of authored reactions to player input, gameplay and dialogue
Mocap and tools
- Markerless capture: automated Epic's MetaHuman markerless tracker and tied it into production retargets and style transfer, so animators go from video to retargeted data on rigs, with each retarget in seconds
- 15-stage mocap clean-up run as a headless Maya farm: thousands of clips at an average of ~5 s each
- Style transfer: one posture and weapon hold applied across whole locomotion families
- Physics test harness that turns ragdoll bugs into repeatable checks
Career
- 2020 – 2026BioWare · Senior Animation DirectorAnimation Director on Mass Effect: Universe and Dragon Age: The Veilguard
- 2019 – 2020Improbable · Animation SpecialistAnimation and content pipelines, gameplay prototyping, and automated DCC-to-runtime creature pipelines
- 2007 – 2019BioWare · Cinematic Animator to Animation DirectorAnthem, Dragon Age: Inquisition, Mass Effect 3, Dragon Age II, Dragon Age: Origins and Awakening
- 2006 – 2007Bardel Entertainment · Character AnimatorViva Piñata, Chaotic and the Zeke's Pad pilot
- 2004 – 2008CG Toolkit · Marketing and web development
- 2004 – 2005New Machine Studios · AnimatorBrave, a TV series pitch
Education: iAnimate feature animation masterclasses (2011–13) · Vancouver Film School, 3D Animation and Visual Effects (2005–06) · Applied Multimedia College, Classical and Maya Animation (2003–04)