I’m an animator for games and features, blending performance capture with handcrafted keyframes. I’ve shipped AAA-quality character animation for Sucker Punch, Blur Studio, and WB Games across real-time engines and cinematic pipelines, using Maya, MotionBuilder, Unreal Engine, and a range of mocap technologies. I enjoy leading teams, refining animation pipelines, and mentoring peers, and I’m passionate about translating design intent into lively characters and believable gameplay through rigorous reviews, documentation, and hands-on experimentation with cloth, physics, and simulation.

James Brandon Berry

I’m an animator for games and features, blending performance capture with handcrafted keyframes. I’ve shipped AAA-quality character animation for Sucker Punch, Blur Studio, and WB Games across real-time engines and cinematic pipelines, using Maya, MotionBuilder, Unreal Engine, and a range of mocap technologies. I enjoy leading teams, refining animation pipelines, and mentoring peers, and I’m passionate about translating design intent into lively characters and believable gameplay through rigorous reviews, documentation, and hands-on experimentation with cloth, physics, and simulation.

Available to hire

I’m an animator for games and features, blending performance capture with handcrafted keyframes. I’ve shipped AAA-quality character animation for Sucker Punch, Blur Studio, and WB Games across real-time engines and cinematic pipelines, using Maya, MotionBuilder, Unreal Engine, and a range of mocap technologies.

I enjoy leading teams, refining animation pipelines, and mentoring peers, and I’m passionate about translating design intent into lively characters and believable gameplay through rigorous reviews, documentation, and hands-on experimentation with cloth, physics, and simulation.

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Language

English
Fluent

Work Experience

Gameplay Animator at Sucker Punch Productions
July 31, 2025 - October 15, 2025
Led motion capture workflows and authored high-quality character animations for NPCs, in-game actions, and gameplay systems using Maya and MotionBuilder. Collaborated with design and engineering to translate concepts into animation, and led the retargeting of thousands of older animations to updated rigs, documenting the process with tutorials. Participated in daily animation reviews to refine animations to AAA quality.
Animator at Blur Studio
May 31, 2024 - October 15, 2025
Animated motion capture sequences in real-time for episodic feature-format projects, from hero shots to crowd cycles, while maintaining Blur Studio's high animation standards. Provided daily team support, helped develop and establish the real-time animation workflow and practices, and authored training videos on topics including cloth and physics simulation.
Technical Animator at WB Games / Avalanche
December 31, 2022 - October 15, 2025
Pose-matched and polished over a thousand motion capture animations for complex NPC systems; implemented and tagged background NPCs in Unreal Engine and proprietary pipelines. Trained and led multiple animation teams, assigned tasks, and reviewed work before integration. Debugged issues using Jira, Shotgrid, Maya, and Unreal Engine. Directed actors during mocap and contributed to a range of NPC background animations.
Animator at Freelance Animation
December 31, 2022 - October 15, 2025
Provided hand-key and motion-captured animation for both game and feature settings; acted as Animation Lead on a small team of about five animators, organizing dailies, demos, assignments and feedback for animation. Clients included Superseed Studios, Niantic and Future House Studios.

Education

Bachelor of Science in 3D Animation at Middle Tennessee State University
January 11, 2030 - October 15, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment