I’m Bob Charles, an Unreal Engine and Maya animator focused on creating responsive, production-ready game animations and polished character performance. I’ve worked across crowd animation, gameplay-ready keyframes, hit reactions, locomotion, climbing, and background character performance, with a strong emphasis on story and scene continuity. I also support real-time implementation by building and documenting animation blueprints in Unreal Engine, creating assets for animator workflows, and cleaning up mocap and motion capture for accuracy and usability. In addition to animation, I contribute to QA-style stability by reporting bugs and collaborating closely with developers and production teams to deliver quality, efficiency, and reliable pipelines.

Bob Charles

I’m Bob Charles, an Unreal Engine and Maya animator focused on creating responsive, production-ready game animations and polished character performance. I’ve worked across crowd animation, gameplay-ready keyframes, hit reactions, locomotion, climbing, and background character performance, with a strong emphasis on story and scene continuity. I also support real-time implementation by building and documenting animation blueprints in Unreal Engine, creating assets for animator workflows, and cleaning up mocap and motion capture for accuracy and usability. In addition to animation, I contribute to QA-style stability by reporting bugs and collaborating closely with developers and production teams to deliver quality, efficiency, and reliable pipelines.

Available to hire

I’m Bob Charles, an Unreal Engine and Maya animator focused on creating responsive, production-ready game animations and polished character performance. I’ve worked across crowd animation, gameplay-ready keyframes, hit reactions, locomotion, climbing, and background character performance, with a strong emphasis on story and scene continuity.

I also support real-time implementation by building and documenting animation blueprints in Unreal Engine, creating assets for animator workflows, and cleaning up mocap and motion capture for accuracy and usability. In addition to animation, I contribute to QA-style stability by reporting bugs and collaborating closely with developers and production teams to deliver quality, efficiency, and reliable pipelines.

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Work Experience

Contract Senior Animator at Steamroller Technologies
April 30, 2026 - Present
Animated on an NDA project.
Senior Animator at Steamroller Studios
October 1, 2023 - May 1, 2026
Created gameplay-ready keyframe animations in Maya and implemented them in Unreal Engine 5. Developed Unreal blueprints responsive to player interactions, including eliminations and hit reactions. Onboarded and mentored new team members to improve team efficiency and workflow.
Animator at Steamroller Studios
October 1, 2021 - October 1, 2023
Developed proficiency in Unreal Engine 5 and produced animations matching established Fortnite standards. Built and documented Unreal blueprints for animation-backed assets like backpacks and gliders to support animator workstreams. Cleaned up motion-capture animation for Marvel’s Spider-Man 2, including NPC enemy locomotion, hit reactions, climbs, and background character performance improvements.
Animator
October 1, 2021 - October 1, 2023
Developed proficiency in Unreal Engine 5 and created animations aligned with established Fortnite standards. Built and documented Unreal blueprints for animation backpacs and gliders to support animator workflows. Cleaned up motion capture animation for Marvel’s Spider-Man 2, including NPC locomotion, enemy behavior, hit reactions, climbs, and background character performance polish.
Junior Animator at Steamroller Studios
June 1, 2019 - October 1, 2021
Keyframed characters, enemies, and bosses for “Curse of the Deadwood.” Created combat and gameplay animations. Collaborated with programmers to integrate animations into gameplay systems. Contributed to an unannounced FPS project and studio short “Spice Frontier” (2019).
Q&A Tester at Steamroller Studios
April 1, 2017 - June 1, 2019
Reported bugs in JIRA for Steamroller Studios’ “Curse of the Deadwood.” Worked with developers and production teams to support stable builds and maintain project quality.
QA Tester at Steamroller Studios
April 1, 2017 - June 1, 2019
Reported bugs in Jira for Steamroller Studios’ “Curse of the Deadwood.” Worked with developers and production teams to support stable builds and project quality, documenting issues and helping translate QA findings into actionable improvements for the animation and gameplay pipeline.
Q A Tester at Steamroller Studios
April 1, 2017 - June 1, 2019
Reported bugs in JIRA for “Curse of the Deadwood.” Worked with developers and production teams to support stable builds and project quality.
Animator at University/Studio (Steamroller-related short film experience)
November 28, 2016 - April 28, 2017
- Produced crowd animation for a short film, following director and layout feedback to support story and scene continuity.

Education

Character Animator at Animation Mentor
January 1, 2014 - January 1, 2016
M.A. in Art Education at Maryland Institute College of Art
January 1, 2010 - January 1, 2011
M.A. in Art Education at Maryland Institute College of Art
January 1, 2010 - January 1, 2011
B.F.A. in General Fine Arts at Maryland Institute College of Art
January 1, 2005 - January 1, 2009

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment