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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