I'm Angela Melito, a Technical Animator turned 3D Animator who loves developing immersive, story-driven visuals. I’ve collaborated with major studios on titles such as, Halo: Infinite, Destiny 2, and Dragon Age: Veilguard. I have experience working with motion capture and hand-keyed animation, as well as experience working on the cinematics and gameplay side of animation. I thrive in fast-paced environments and enjoy cross-disciplinary collaboration—from animation, rigging, and asset management to engine work in Unreal. I’m always eager to learn new tools, support teammates, and contribute to compelling narratives.

Angela Melito

I'm Angela Melito, a Technical Animator turned 3D Animator who loves developing immersive, story-driven visuals. I’ve collaborated with major studios on titles such as, Halo: Infinite, Destiny 2, and Dragon Age: Veilguard. I have experience working with motion capture and hand-keyed animation, as well as experience working on the cinematics and gameplay side of animation. I thrive in fast-paced environments and enjoy cross-disciplinary collaboration—from animation, rigging, and asset management to engine work in Unreal. I’m always eager to learn new tools, support teammates, and contribute to compelling narratives.

Available to hire

I’m Angela Melito, a Technical Animator turned 3D Animator who loves developing immersive, story-driven visuals. I’ve collaborated with major studios on titles such as, Halo: Infinite, Destiny 2, and Dragon Age: Veilguard. I have experience working with motion capture and hand-keyed animation, as well as experience working on the cinematics and gameplay side of animation.

I thrive in fast-paced environments and enjoy cross-disciplinary collaboration—from animation, rigging, and asset management to engine work in Unreal. I’m always eager to learn new tools, support teammates, and contribute to compelling narratives.

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Language

English
Fluent

Work Experience

Cinematic Designer at BioWare
March 1, 2024 - September 1, 2024
Integrated body and facial motion capture data onto characters, set up cameras, and ensured scenes were production-ready for downstream teams. A large portion of work was performed in-engine, integrating characters and props into compositions, configuring conditionals for character tracks, and debugging scenes as needed. Thrived in a fast-paced studio environment and collaborated across cross-functional teams to efficiently support animators and downstream teams.
3D Animator at Bad Robot Games
July 1, 2023 - November 30, 2023
Processed, edited, and polished motion capture data at a hands-on level to create top-tier third-person player animations for use in-engine. Led development, organization, and streaming of a database for complete player animations accessible to all animators and artists, speeding up workflow and ensuring consistency. Sought tasks outside my immediate department (e.g., work on emote animations for player rewards) to broaden my skill set and reduce workflow strain on other artists. Implemented a wide variety of assets and practices, including creating new animation databases, animation layers, and state machines for player and combatant characters.
Technical Animator at Bungie
September 1, 2021 - July 1, 2023
For Bungie’s Destiny 2 release, created locomotion, damage, and emotive animation for both mocap-based and hand-keyed assignments. To grow my animation talent and tooling, I requested and completed tasks outside my immediate department—specifically work on emotive animation for player rewards—helping broaden my skill set and tooling.
Narrative Technical Animator at Halo Infinite (343 Industries)
March 1, 2020 - September 1, 2021
Incorporated motion capture and hand-key animation into daily tasks to convey entertaining stories and action sequences. A large portion of non-animation tasks were focused in-engine—building narrative compositions, databases, debugging and error assessment solutions, and general asset management. The copious amount of in-depth documentation helped other artists on the narrative team effectively succeed in their own tasks.
Narrative Technical Animator at Halo Infinite
March 1, 2020 - September 1, 2021
I incorporated my motion capture data and hand-key animation into my daily tasks to convey entertaining stories and action sequences. A large portion of non-animation tasks were focused in-engine – building narrative compositions, databases, debug and error assessment solutions, and general asset management. This, along with copious amounts of in-depth documentation helped other artists on the narrative team effectively succeed in their own tasks.
Narrative Technical Artist at Halo Infinite (Microsoft)
March 1, 2020 - September 1, 2021
Incorporated mocap skills and hand-key animation into daily tasks to convey entertaining storylines and action sequences; focused on-engine narrative compositions, databases, debugging/error assessment, and asset management; extensive documentation to support the narrative team.

Education

Animation Mentor at Animation Mentor
September 1, 2019 - March 1, 2020
B.A. in Fine Arts, Digital Arts, & Animation at DigiPen Institute of Technology
September 1, 2015 - April 1, 2019

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet
    paper Destiny 2

    I worked with animators on the combatants team to develop hand-keyed animations for each of the combatants seen in Destiny 2. I managed new combatant animation databases and animation blueprints in engine.

    paper Halo: Infinite

    Worked with the cinematics team to integrate, clean up, and polish body and facial motion capture data. I created a Maya to Engine pipeline for the animators, overseeing the integration of each scene, and checking that all character, camera, and prop assets were in place.