3D Gameplay Animator and Rigger with 12 years of professional experience, including 6 years in the games industry. I build production-ready rigs and gameplay animations for real-time engines, with a focus on stable deformation, clean pipelines, and AAA readability. I specialize in optimizing animation workflows using space switching and Maya layer approaches to accelerate delivery, and I partner closely with technical art teams to ensure smooth Maya-to-Unity/Unreal integration across locomotion, combat, takedowns, and combat-state animation sets.

Arslan Ahmed

3D Gameplay Animator and Rigger with 12 years of professional experience, including 6 years in the games industry. I build production-ready rigs and gameplay animations for real-time engines, with a focus on stable deformation, clean pipelines, and AAA readability. I specialize in optimizing animation workflows using space switching and Maya layer approaches to accelerate delivery, and I partner closely with technical art teams to ensure smooth Maya-to-Unity/Unreal integration across locomotion, combat, takedowns, and combat-state animation sets.

Available to hire

3D Gameplay Animator and Rigger with 12 years of professional experience, including 6 years in the games industry. I build production-ready rigs and gameplay animations for real-time engines, with a focus on stable deformation, clean pipelines, and AAA readability.

I specialize in optimizing animation workflows using space switching and Maya layer approaches to accelerate delivery, and I partner closely with technical art teams to ensure smooth Maya-to-Unity/Unreal integration across locomotion, combat, takedowns, and combat-state animation sets.

See more

Language

Urdu
Fluent
English
Advanced
Panjabi, Punjabi
Advanced

Work Experience

3D Gameplay Animator & Rigger at FRAG Games Studio
April 1, 2021 - Present
Built production-ready character and creature rigs for Warhammer 40,000: Battlesector (Ultramarines DLC), addressing complex deformation needs in heavy power armour for real-time Unity integration. Created a full combat locomotion suite delivering weighty, silhouette-driven movement cycles and attacks aligned with Warhammer 40k aesthetics. Performed precision weight painting and deformation testing across multiple LODs to ensure stable, artefact-free results across in-game combat states. Developed reusable rig frameworks using space switching and Maya layer workflows to improve turnaround across the DLC roster. Coordinated with technical art on Maya-to-Unity pipeline integration including FK/IK chain setup, blend shapes, and animation state machine compatibility. Delivered complete gameplay animation sets such as idle cycles, directional locomotion, takedowns, and death sequences meeting AAA tactical game readability standards.
Lead Motion Graphics Artist at Adam Smith International
August 1, 2020 - December 31, 2020
Produced motion graphics for the JSSP project, supporting video/post production deliverables for client requirements.
Senior Video Editor & Motion Graphics Artist at The Videographers
July 1, 2014 - November 30, 2019
Edited and created motion graphics for corporate and commercial clients including Pepsi, BMW, Uber, Samsung. Delivered video and graphics content aligned with campaign requirements and production timelines.

Education

Masters of Multimedia Arts (Specialization in Animation) at Masters of Multimedia Arts
January 1, 2019 - January 1, 2021
BA (Hons.) Theatre, Film & Television at National College of Arts, Pakistan
January 1, 2010 - January 1, 2015
BA (Hons.) Theatre, Film & Television at Beaconhouse National University, Lahore
January 1, 2010 - January 1, 2015

Qualifications

iAnimate Game Workshops - G1: Advanced Body Mechanics and Workflows
July 1, 2024 - August 2, 2026
iAnimate Game Workshops - G2: Combat, Takedowns, and Advanced Techniques
October 1, 2024 - August 2, 2026
iAnimate Game Workshops - G3: Battle Sequences, Cinematic & Interactive Gameplay
January 1, 2025 - August 2, 2026

Industry Experience

Gaming, Media & Entertainment