Hi, I'm Arthur Tymchenko, a 3D character animator with over five years of experience specializing in both stylized and realistic game animations. I've had the pleasure of working on a diverse range of projects, from indie games to AA titles, using tools like Maya, Blender, and Unreal Engine. I enjoy collaborating closely with designers and programmers to create animations that greatly enhance the gameplay experience. Throughout my career, I've also developed skills in rigging and motion capture cleanup, even leading animation teams and integrating AI tools to optimize workflows. My passion lies in bringing characters and creatures to life through expressive and polished animations that engage players and push the boundaries of game development.

Arthur Tymchenko

Hi, I'm Arthur Tymchenko, a 3D character animator with over five years of experience specializing in both stylized and realistic game animations. I've had the pleasure of working on a diverse range of projects, from indie games to AA titles, using tools like Maya, Blender, and Unreal Engine. I enjoy collaborating closely with designers and programmers to create animations that greatly enhance the gameplay experience. Throughout my career, I've also developed skills in rigging and motion capture cleanup, even leading animation teams and integrating AI tools to optimize workflows. My passion lies in bringing characters and creatures to life through expressive and polished animations that engage players and push the boundaries of game development.

Available to hire

Hi, I’m Arthur Tymchenko, a 3D character animator with over five years of experience specializing in both stylized and realistic game animations. I’ve had the pleasure of working on a diverse range of projects, from indie games to AA titles, using tools like Maya, Blender, and Unreal Engine. I enjoy collaborating closely with designers and programmers to create animations that greatly enhance the gameplay experience.

Throughout my career, I’ve also developed skills in rigging and motion capture cleanup, even leading animation teams and integrating AI tools to optimize workflows. My passion lies in bringing characters and creatures to life through expressive and polished animations that engage players and push the boundaries of game development.

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Language

English
Intermediate
Ukrainian
Fluent
Russian
Fluent

Work Experience

3D-ANIMATOR/RIGGER at Clear Sky Games
January 1, 2025 - Present
Creating and refining character animations, including combat and gameplay cycles. Rigging characters and animated objects for seamless integration into the game. Testing and optimizing animations directly in Unreal Engine 5. Collaborating closely with game designers and programmers to integrate and improve animation systems. Enhancing animations to achieve high responsiveness and polished gameplay experience.
3DANIMATOR/RIGGER at Decartel
December 31, 2024 - July 16, 2025
Temporarily stepped into the role of Animation Lead, handling task distribution and mentoring junior animators. Created gameplay animations for a third-person cyberpunk shooter (A Man Called Malice), including traversal and combat moves. Integrated animations into Unreal Engine with attention to transitions and responsiveness. Accelerated production pipeline by introducing AI mocap tools like Move.ai for quick prototyping and cleanup.
3D-ANIMATOR/RIGGER at iLogos
December 31, 2023 - July 16, 2025
Designed stylized animations for fantasy creatures and animals with exaggerated motion and non-standard frame rates (e.g., 12–18 fps). Worked on Gods Unchained, a stylized strategy game with TDM elements, focusing on expressiveness and visual clarity. Collaborated closely with game designers and tech artists to maintain gameplay readability and stylization.
3D-Artist at MaxStudio & Viz-U
December 31, 2017 - July 16, 2025
Modeled high-detail architectural assets for rendering and visualization. Produced photorealistic images using V-Ray and Corona Renderer. Sculpted detailed assets in ZBrush for custom interior design projects. Contributed to successful launches of multiple game titles across diverse genres: cyberpunk action, tactical shooters, and mobile games. Implemented AI technologies to improve animation workflows, reducing production time while maintaining high quality. Worked on VR projects with immersive environments, including interactive levels in Unreal Engine. Gained proficiency in version control systems GitHub and Fork, ensuring seamless team collaboration on animation and development projects.
3D-Artist at ColotuneCG Studio
December 31, 2019 - July 16, 2025
Textured complex models in Substance Painter, ensuring high visual fidelity. Optimized VR scenes for standalone headsets, maintaining performance standards. Designed and developed interactive levels in Unreal Engine 4, integrating assets and shaders for immersive VR experiences. Created custom textures and shaders using Substance Designer, tailored for real-time rendering.
3D-Artist at Playgendary
December 31, 2019 - July 16, 2025
Modeled and textured 3D assets for mobile game environments. Created photorealistic visualizations using Corona Renderer.
3D-ANIMATOR at Playgendary
December 31, 2020 - July 16, 2025
Created stylized animations inspired by Blizzard's cinematic style, focusing on fluidity and exaggeration. Delivered high-quality keyframe animations for character interactions and combat sequences. Collaborated closely with artists and designers to maintain a cohesive visual style throughout the project.
3D-ANIMATOR/RIGGER at RedRift
December 31, 2022 - July 16, 2025
Developed and maintained complex animation trees using Unity Animator and custom state machines. Worked extensively with animation layers, blend trees, and additive setups to build flexible character motion. Optimized animation assets for mobile platforms, reducing file sizes and improving in-game performance. Contributed to Bunch of Bullets, a tactical mobile shooter with strategic movement and aiming mechanics.
3D-ANIMATOR/RIGGER at Clear Sky Games
January 1, 2025 - Present
Creating and refining character animations, including combat and gameplay cycles. Rigging characters and animated objects for seamless integration into the game. Testing and optimizing animations directly in Unreal Engine 5. Collaborating closely with game designers and programmers to integrate and improve animation systems. Enhancing animations to achieve high responsiveness and polished gameplay experience.
3DANIMATOR/RIGGER at Decartel
December 31, 2024 - July 16, 2025
Temporarily stepped into the role of Animation Lead, handling task distribution and mentoring junior animators. Created gameplay animations for a third-person cyberpunk shooter (A Man Called Malice), including traversal and combat moves. Integrated animations into Unreal Engine with attention to transitions and responsiveness. Accelerated production pipeline by introducing AI mocap tools like Move.ai for quick prototyping and cleanup.
3D-ANIMATOR/RIGGER at iLogos
December 31, 2023 - July 16, 2025
Designed stylized animations for fantasy creatures and animals with exaggerated motion and non-standard frame rates (e.g., 12–18 fps). Worked on Gods Unchained, a stylized strategy game with TDM elements, focusing on expressiveness and visual clarity. Collaborated closely with game designers and tech artists to maintain gameplay readability and stylization.
3D-Animator at Playgendary
December 31, 2020 - July 16, 2025
Created stylized animations inspired by Blizzard's cinematic style, focusing on fluidity and exaggeration. Delivered high-quality keyframe animations for character interactions and combat sequences. Collaborated closely with artists and designers to maintain a cohesive visual style throughout the project.
3D-ANIMATOR/RIGGER at RedRift
December 31, 2022 - July 16, 2025
Developed and maintained complex animation trees using Unity Animator and custom state machines. Worked extensively with animation layers, blend trees, and additive setups to build flexible character motion. Optimized animation assets for mobile platforms, reducing file sizes and improving in-game performance. Contributed to Bunch of Bullets, a tactical mobile shooter with strategic movement and aiming mechanics.
3D-Artist at MaxStudio & Viz-U
December 31, 2017 - July 16, 2025
Modeled high-detail architectural assets for rendering and visualization. Produced photorealistic images using V-Ray and Corona Renderer. Sculpted detailed assets in ZBrush for custom interior design projects. Contributed to successful launches of multiple game titles across diverse genres. Implemented AI technologies to improve animation workflows, reducing production time while maintaining high quality. Worked on VR projects with immersive environments, including interactive levels in Unreal Engine. Gained proficiency in version control systems GitHub and Fork, ensuring seamless team collaboration on animation and development projects.
3D-Artist at ColotuneCG Studio
December 31, 2019 - July 16, 2025
Textured complex models in Substance Painter, ensuring high visual fidelity. Optimized VR scenes for standalone headsets, maintaining performance standards. Designed and developed interactive levels in Unreal Engine 4, integrating assets and shaders for immersive VR experiences. Created custom textures and shaders using Substance Designer, tailored for real-time rendering.
3D-Artist at ColotuneCG Studio
December 31, 2019 - July 16, 2025
Modeled and textured 3D assets for mobile game environments. Created photorealistic visualizations using Corona Renderer.
3D-ANIMATOR/RIGGER at Clear Sky Games
January 1, 2025 - Present
Creating and refining character animations, including combat and gameplay cycles. Rigging characters and animated objects for seamless integration into the game. Testing and optimizing animations directly in Unreal Engine 5. Collaborating closely with game designers and programmers to integrate and improve animation systems. Enhancing animations to achieve high responsiveness and polished gameplay experience.
3DANIMATOR/RIGGER at Decartel
December 31, 2024 - July 16, 2025
Temporarily stepped into the role of Animation Lead, handling task distribution and mentoring junior animators. Created gameplay animations for a third-person cyberpunk shooter (A Man Called Malice), including traversal and combat moves. Integrated animations into Unreal Engine with attention to transitions and responsiveness. Accelerated production pipeline by introducing AI mocap tools like Move.ai for quick prototyping and cleanup.
3D-ANIMATOR/RIGGER at iLogos
December 31, 2023 - July 16, 2025
Designed stylized animations for fantasy creatures and animals with exaggerated motion and non-standard frame rates (e.g., 12–18 fps). Worked on Gods Unchained, a stylized strategy game with TDM elements, focusing on expressiveness and visual clarity. Collaborated closely with game designers and tech artists to maintain gameplay readability and stylization.
3D-Artist at MaxStudio & Viz-U
December 31, 2017 - July 16, 2025
Modeled high-detail architectural assets for rendering and visualization. Produced photorealistic images using V-Ray and Corona Renderer. Sculpted detailed assets in ZBrush for custom interior design projects. Contributed to successful launches of multiple game titles across diverse genres, including cyberpunk action, tactical shooters, and mobile games. Implemented AI technologies to improve animation workflows, reducing production time while maintaining high quality. Worked on VR projects with immersive environments, including interactive levels in Unreal Engine. Gained proficiency in version control systems GitHub and Fork to ensure seamless team collaboration.
3D-Artist at ColotuneCG Studio
December 31, 2019 - July 16, 2025
Textured complex models in Substance Painter to ensure high visual fidelity. Optimized VR scenes for standalone headsets while maintaining performance standards. Designed and developed interactive levels in Unreal Engine 4, integrating assets and shaders for immersive VR experiences. Created custom textures and shaders using Substance Designer tailored for real-time rendering.
3D-Artist at Playgendary
December 31, 2019 - July 16, 2025
Modeled and textured 3D assets for mobile game environments. Created photorealistic visualizations using Corona Renderer.
3D-ANIMATOR at Playgendary
December 31, 2020 - July 16, 2025
Created stylized animations inspired by Blizzard's cinematic style, focusing on fluidity and exaggeration. Delivered high-quality keyframe animations for character interactions and combat sequences. Collaborated closely with artists and designers to maintain a cohesive visual style throughout the project.
3D-ANIMATOR/RIGGER at RedRift
December 31, 2022 - July 16, 2025
Developed and maintained complex animation trees using Unity Animator and custom state machines. Worked extensively with animation layers, blend trees, and additive setups to build flexible character motion. Optimized animation assets for mobile platforms, reducing file sizes and improving in-game performance. Contributed to Bunch of Bullets, a tactical mobile shooter with strategic movement and aiming mechanics.
3D-ANIMATOR/RIGGER at Clear Sky Games
January 1, 2025 - Present
Creating and refining character animations, including combat and gameplay cycles. Rigging characters and animated objects for seamless integration into the game. Testing and optimizing animations directly in Unreal Engine 5. Collaborating closely with game designers and programmers to integrate and improve animation systems. Enhancing animations to achieve high responsiveness and polished gameplay experience.
3DANIMATOR/RIGGER at Decartel
December 31, 2024 - July 16, 2025
Temporarily stepped into the role of Animation Lead, handling task distribution and mentoring junior animators. Created gameplay animations for a third-person cyberpunk shooter (A Man Called Malice), including traversal and combat moves. Integrated animations into Unreal Engine with attention to transitions and responsiveness. Accelerated production pipeline by introducing AI mocap tools like Move.ai for quick prototyping and cleanup.
3D-ANIMATOR/RIGGER at iLogos
December 31, 2023 - July 16, 2025
Designed stylized animations for fantasy creatures and animals with exaggerated motion and non-standard frame rates (e.g., 12–18 fps). Worked on Gods Unchained, a stylized strategy game with TDM elements, focusing on expressiveness and visual clarity. Collaborated closely with game designers and tech artists to maintain gameplay readability and stylization.
3D-Artist at MaxStudio & Viz-U
December 31, 2017 - July 16, 2025
Modeled high-detail architectural assets for rendering and visualization. Produced photorealistic images using V-Ray and Corona Renderer. Sculpted detailed assets in ZBrush for custom interior design projects.
3D-Artist at ColotuneCG Studio
December 31, 2019 - July 16, 2025
Textured complex models in Substance Painter, ensuring high visual fidelity. Optimized VR scenes for standalone headsets, maintaining performance standards. Designed and developed interactive levels in Unreal Engine 4, integrating assets and shaders for immersive VR experiences. Created custom textures and shaders using Substance Designer, tailored for real-time rendering.
3D-Artist at Playgendary
December 31, 2019 - July 16, 2025
Modeled and textured 3D assets for mobile game environments. Created photorealistic visualizations using Corona Renderer.
3D-ANIMATOR at RedRift
December 31, 2020 - July 16, 2025
Created stylized animations inspired by Blizzard's cinematic style, focusing on fluidity and exaggeration. Delivered high-quality keyframe animations for character interactions and combat sequences. Collaborated closely with artists and designers to maintain a cohesive visual style throughout the project.
3D-ANIMATOR/RIGGER at RedRift
December 31, 2022 - July 16, 2025
Developed and maintained complex animation trees using Unity Animator and custom state machines. Worked extensively with animation layers, blend trees, and additive setups to build flexible character motion. Optimized animation assets for mobile platforms, reducing file sizes and improving in-game performance. Contributed to Bunch of Bullets, a tactical mobile shooter with strategic movement and aiming mechanics.

Education

Add your educational history here.

Qualifications

3D Animation for Beginners
January 1, 2019 - December 31, 2020
3D Animation Basics for Video Games
January 1, 2019 - December 31, 2020
3D Animation Advanced: Gameplay Animation
January 1, 2020 - December 31, 2020
3D Animation for Beginners
January 1, 2019 - December 31, 2020
3D Animation Basics for Video Games
January 1, 2019 - December 31, 2020
3D Animation Advanced: Gameplay Animation
January 1, 2020 - December 31, 2020
3D Animation for Beginners
January 1, 2019 - December 31, 2020
3D Animation Basics for Video Games
January 1, 2019 - December 31, 2020
3D Animation Advanced: Gameplay Animation
January 1, 2020 - December 31, 2020
3D Animation for Beginners
January 1, 2019 - December 31, 2020
3D Animation Basics for Video Games
January 1, 2019 - December 31, 2020
3D Animation Advanced: Gameplay Animation
January 1, 2020 - December 31, 2020

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Professional Services