Senior/lead technical animation professional with extensive experience across game engines (Unreal, Frostbite, Dunia, SEMC) and AAA pipelines. Skilled in building and troubleshooting character/AI animation systems, animation graphs, and technical setups for both gameplay and cinematic work, with a strong focus on performance, stability, and collaboration across animation, engineering, and production teams. Known for creating engine-agnostic conversions, developing test assets and pipelines, and mentoring teams. Experienced in VR and multi-platform development, with a track record of resolving animation bugs, optimizing animation budgets/codecs, and setting up scripted AI and camera interactions for editorial and gameplay/cinematic synchronization.

Brian Judhan

Senior/lead technical animation professional with extensive experience across game engines (Unreal, Frostbite, Dunia, SEMC) and AAA pipelines. Skilled in building and troubleshooting character/AI animation systems, animation graphs, and technical setups for both gameplay and cinematic work, with a strong focus on performance, stability, and collaboration across animation, engineering, and production teams. Known for creating engine-agnostic conversions, developing test assets and pipelines, and mentoring teams. Experienced in VR and multi-platform development, with a track record of resolving animation bugs, optimizing animation budgets/codecs, and setting up scripted AI and camera interactions for editorial and gameplay/cinematic synchronization.

Available to hire

Senior/lead technical animation professional with extensive experience across game engines (Unreal, Frostbite, Dunia, SEMC) and AAA pipelines. Skilled in building and troubleshooting character/AI animation systems, animation graphs, and technical setups for both gameplay and cinematic work, with a strong focus on performance, stability, and collaboration across animation, engineering, and production teams.

Known for creating engine-agnostic conversions, developing test assets and pipelines, and mentoring teams. Experienced in VR and multi-platform development, with a track record of resolving animation bugs, optimizing animation budgets/codecs, and setting up scripted AI and camera interactions for editorial and gameplay/cinematic synchronization.

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Language

English
Advanced

Work Experience

Sr. Technical Animator at Final Strike Games
January 1, 2026 - Present
Responsible for skinning new AI and playable characters. Imported characters into Unreal project and connected them to their Blueprints to support gameplay and animation integration for an unannounced VR action shooter.
Technical Animator at Super Evil MegaCorp
January 1, 2024 - January 1, 2025
Worked on developing the SEMC engine from a technical art perspective. Created assets for test maps, including models, animation graphs, and trigger volumes. Converted characters from other SEMC games to be engine agnostic.
Technical Animation Supervisor at Skydance New Media
January 1, 2023 - January 1, 2024
Collaborated with gameplay and cinematic animation teams on technical animation setups for 1943 Rise of Hydra. Worked with Editorial on AI camera interactions, and set up set dressing and AI scripted events.
Technical Animation Director at Ripple Effect Studios
January 1, 2021 - January 1, 2023
Helped the gameplay animation team resolve technical animation issues in the Frostbite Engine, including troubleshooting animation bugs and animation graph setup. Provided training and career guidance to animation and technical animation teams.
Technical Animation Director at EA Create Animation
January 1, 2019 - January 1, 2021
Led cinematic scene assembly for cutscenes for Madden 2021 and Madden 2022. Managed cinematic asset updates in the Shotgun pipeline for the project.
Associate Technical Animation Director at Ubisoft Toronto
January 1, 2018 - January 1, 2019
Debugged main player animation systems in the Dunia Engine for Watch Dogs: Legion. Helped tune animation codecs to bring the animation budget within shippable tolerances. Provided technical animation support for post-launch DLC. Supported main player and AI animation systems for Far Cry 6, created a new technical animation team, and mentored new technical animators on the Dunia Engine.
Sr. Technical Animator at EA Motive Montreal
January 1, 2016 - January 1, 2018
Supported animators creating animation features for main player and AI in Star Wars Battlefront II single-player campaign using the Frostbite Engine. Helped create animation pipelines for the single-player project. Trained new hires and team members on Frostbite.
Technical Animator at EA DICE Stockholm
January 1, 2015 - December 31, 2015
Star Wars Battlefront. Created animation systems for hero characters including Darth Vader, Boba Fett, Han Solo, and Princess Leia.
Sr. Technical Animator at EA DICE Stockholm
January 1, 2015 - January 1, 2015
Created animation systems for hero characters including Darth Vader, Boba Fett, Han Solo, and Princess Leia for Star Wars Battlefront.
Technical Animator at EA Visceral
January 1, 2015 - January 1, 2016
Created animation systems for new first-person features and integrated vehicles, weapons, and gadgets into Frostbite for Battlefield: Hardline Premium DLC XP1–XP4. Debugged and fixed animation bugs.
Technical Animator at EA Visceral
January 1, 2014 - January 1, 2015
Designed and created animation systems for single-player AI, enemy AI, and multiplayer characters including animation graphs and debugging for Battlefield: Hardline.
Technical Animator at EA Canada
January 1, 2013 - January 1, 2014
Refactored animation systems for next-generation consoles. Resolved rigging issues by updating the player rig from previous generation to next generation, including cloth and updated physics requirements for NHL.
Technical Animator (Technical Animation Lead) at EA Victory Studios
January 1, 2011 - December 31, 2013
Command and Conquer. Served as Technical Animation lead for Los Angeles and Shanghai. Supported Art, Cinematics, Design, and Audio teams with technical art and animation issues. Helped develop new gameplay systems with software engineers, including damage and destruction systems for structures and vehicles, and locomotion systems by unit type. Rigged characters, structures, and vehicles.
Technical Animator at EA Victory Studios
January 1, 2011 - January 1, 2013
Served as Technical Animation lead for Los Angeles and Shanghai. Supported Art, Cinematics, Design, and Audio with technical art and animation issues. Helped develop gameplay systems with software engineers including damage and destruction systems for structures and vehicles and locomotion systems by unit type. Rigged characters, structures, and vehicles for Command and Conquer.
Animator / Technical Animator (Studio work) at Rainmaker Animation
January 1, 2008 - December 31, 2008
Animated shots for DVD and cinematic projects including Max Steel: Bio Crisis (DVD movie), Barbie Fairytopia 5: Thumbelina (DVD movie), and 50 Cent: Blood on the Sand (cinematics). Managed Layout team scene setup for animators. Managed Shots team to finalize shots after VFX and lighting were completed. Animated shots for cinematics.
Technical Animator at EA Canada / EATech Animation Team
January 1, 2008 - December 31, 2011
Worked on EA proprietary animation software (FIFA, Battlefield 3, and other game teams). Conducted R&D on EA’s proprietary animation engine with software engineers and other artists. Trained animators around the world on how to use the software. Worked with user experience software engineers to improve workflows. Partnered with software engineers to develop new features and workflows for animation tools.
Animator at Rainmaker Animation
January 1, 2008 - January 1, 2008
Animated shots for DVD and cinematic work. Managed layout and shot teams for cinematics, including finalizing shots after VFX and lighting completion, and animated shots for cinematics.
Technical Animator at EA Canada
January 1, 2008 - January 1, 2011
Conducted R&D on EA’s proprietary animation engine with software engineers and other artists. Trained animators around the world to use the software. Worked with UX software engineers to improve artist workflows, and with software engineers to develop new features and animation tool workflows for EATech Animation Team (FIFA, Battlefield 3, and other EA titles).
Instructor (Game Design Program) at The Vancouver Film School
January 1, 2006 - December 31, 2010
Created and taught course material for the Pre Production – Game Design Program.
Technical Animator at Threewave Software
January 1, 2006 - January 1, 2008
Developed custom art pipelines based on client requirements. Rigged, modeled, animated, and lit assets across multiple multiplayer and single-player game titles.
Instructor at The Art Institute of Vancouver
January 1, 2005 - December 31, 2006
Taught Introduction to Motion Capture (Game Design Program), Organic Modeling (Game Design Program), and Introduction to 3D Studio Max. Created and taught course material to students.
Animator at THQ Relic
January 1, 2005 - January 1, 2006
Animated shots for cinematics in Company of Heroes The Outfit.
Animator / Rigger / Modeler at C.O.R.E. Digital Pictures
January 1, 2002 - January 1, 2005
Managed the Prop department including modeling and rigging props. Rigged secondary characters and animated shots for television/show and animated characters and match-moved shots.

Education

Digital Character Animation (Diploma/Program) at Sheridan College
January 1, 2001 - January 1, 2002
Dynamics course (Alias|Wavefront) at Alias|Wavefront
January 1, 2001 - January 1, 2001
3D Animation and Visual Effects (Program) at The Vancouver Film School
January 1, 2000 - January 1, 2001

Qualifications

Add your qualifications or awards here.

Industry Experience

Media & Entertainment, Gaming, Education, Professional Services, Computers & Electronics