Available to hire
Hi there, I’m J.P. Self, a Senior Gameplay Animator with 15+ years in game development. I specialize in traversal and locomotion animation, scalable Animation Blueprint systems, and optimizing workflows to cut implementation time.
My work includes delivering keyframe animations for boss fights, cleaning and integrating motion capture data, and guiding animation pipelines across titles like Ghostbusters, Arcadegeddon, and Prey. I enjoy mentoring teams and contributing to polished, stable releases.
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Work Experience
Principal Animator at IllFonic
January 1, 2024 - August 20, 2025Worked from 2019-01-01 to 2024-01-01 creating high-quality creature animations for iconic characters in Ghostbusters: Spirits Unleashed and developing responsive first-person player arm animations. Engineered scalable, modular Animation Blueprint systems for civilian NPCs and player characters, significantly reducing animation redundancy and improving integration scalability. Built internal training materials to support pipeline consistency, achieving strong team adoption and faster integration of new animation systems.
Senior Animator at Rooster Teeth Games
January 1, 2019 - August 20, 2025Led animation throughout the production of the multiplayer FPS Vicious Circle from 2017-01-01 to 2019-01-01. Set animation style and quality for a diverse cast of monsters and developed scalable rigging and animation pipelines for Maya and Unreal Engine. Authored Gameplay Animation Blueprints and mentored internal and outsourced teams, reducing animation implementation time while maintaining consistency.
Contract Animator at Arkane Studios
July 1, 2016 - August 20, 2025Provided high-quality Maya animations for cinematic NPCs and first-person characters in Prey during 2016-01-01 to 2016-07-01. Processed and refined motion capture data for CryEngine integration and resolved critical animation bugs, improving game release stability and reducing QA issues. Contract extended due to strong performance.
Animator II at KingsIsle Entertainment
January 1, 2016 - August 20, 2025Created expressive animations and camera animations for an unreleased mobile game from 2015-01-01 to 2016-01-01. Built and implemented Unity Animator Controllers and collaborated on animation scoping, time estimation, and JIRA task support.
Animator at EA Mythic
January 1, 2008 - August 20, 2025Delivered high-fidelity 3DsMax animations and built complex Character Studio rigs for Warhammer Online and Dark Age of Camelot expansion packs from 2005-01-01 to 2008-01-01. Promoted to Lead Animator on Dark Age of Camelot: Labyrinth of the Minotaur, responsible for key memorable animations and boss fights.
Principal Animator at IllFonic
January 1, 2024 - August 20, 2025Created high-quality creature animations for iconic characters in Ghostbusters: Spirits Unleashed, including Slimer, Muncher, and Samhain, and authored responsive first-person player arm animations contributing to positive player reception. Developed immersive and responsive player animations for Arcadegeddon, enhancing the third-person gameplay feel and critical acclaim for fluid movement. Engineered scalable, modular Animation Blueprint systems for NPCs and players that reduced required animations by up to 73% and increased weapon pose integration scalability by 50%. Developed internal training materials with scripting and documentation promoting 90% team adoption and faster integration of animation systems.
Senior Animator at Rooster Teeth Games
January 1, 2019 - August 20, 2025Led animation for the multiplayer FPS Vicious Circle, establishing animation style and quality across a diverse cast of playable monsters, enhancing the game's unique visual tone and player experience. Collaborated with Technical Animator to develop scalable rigging and animation pipelines for Maya and Unreal Engine. Authored gameplay Animation Blueprints that supported animation-driven mechanics and reduced implementation time by 30%. Provided mentorship and feedback to maintain consistency between internal and outsourced animation teams.
Contract Animator at Arkane Studios
December 31, 2016 - August 20, 2025Delivered high-quality Maya animations for cinematic NPCs and first-person player characters in Prey, as well as processed and refined motion capture data in MotionBuilder ensuring seamless CryEngine integration. Identified and resolved critical cinematic animation bugs, improving release stability and reducing QA issues by 40%. Originally hired for a 3-month contract, extended another 3 months due to quality work and reliability supporting an AAA game release.
Animator II at KingsIsle Entertainment
January 1, 2016 - August 20, 2025Created expressive animations for monsters and humanoid characters, including character and camera animations for in-game cinematic introductions for an unreleased mobile game. Built and implemented Unity Animator Controllers to drive character systems, collaborated on scoping animation work, providing time estimates and supporting task creation in JIRA.
Animator at EA Mythic
January 1, 2008 - August 20, 2025Delivered high-fidelity 3ds Max animations and built complex Character Studio rigs for various creatures across Warhammer Online and Dark Age of Camelot expansions. Enhanced player immersion in key starter zones while maintaining consistent visual quality. Promoted to Lead Animator on Dark Age of Camelot: Labyrinth of the Minotaur, acting as sole and technical animator. Created Monty Python style animations for April Fool's Day and memorable boss fights.
Principal Animator at IllFonic
January 1, 2024 - October 19, 2025Created high-quality creature animations for Ghostbusters characters (Slimer, Muncher, Samhain) and authored responsive first-person player arm animations; engineered scalable Animation Blueprint system for civilian NPCs to enable efficient animation sharing and emotion customization across five states; developed a flexible upper/lower body Animation Blueprint for player locomotion and weapon pose integration; built internal training materials and tooling, achieving widespread team adoption (90%).
Senior Animator at Rooster Teeth Games
January 1, 2019 - October 19, 2025Led animation across the full production cycle of the multiplayer FPS Vicious Circle; established animation style, quality bar, and a scalable rigging/animation pipeline for Maya and Unreal Engine; authored gameplay Animation Blueprints to support animation-driven mechanics; mentored internal and outsourced animation teams to maintain consistency.
Contract Animator at Arkane Studios - Prey
June 30, 2016 - October 19, 2025Delivered high-quality Maya animations for cinematic NPCs and first-person player characters, processed and refined motion capture data in MotionBuilder, and ensured CryEngine integration to elevate gameplay and narrative immersion. Identified and resolved critical cinematic animation bugs during final production, reducing animation QA issues by 40%.
Animator II at KingsIsle Entertainment
January 1, 2016 - October 19, 2025Created expressive animations for monsters and humanoid characters, producing character and camera animations for in-game cinematic introductions; built and implemented Unity Animator Controllers to drive character systems; collaborated with leads to scope animation work and provide time estimates in JIRA.
Animator at EA Mythic
January 1, 2008 - October 19, 2025Delivered high-fidelity 3DsMax animations and built complex rigs for bipeds, quadrupeds, and flying creatures across Dark Age of Camelot and Warhammer Online expansion packs; promoted to Lead Animator on Dark Age of Camelot: Labyrinth of the Minotaur; contributed to April Fool’s Monty Python animations and boss fights.
Education
Associate of Applied Science at Art Institute of Houston
January 11, 2030 - August 20, 2025Associate of Applied Science, Animation Arts & Design at Art Institute of Houston
January 11, 2030 - August 20, 2025Associate of Applied Science at Art Institute of Houston
January 11, 2030 - October 19, 2025Qualifications
Industry Experience
Gaming, Media & Entertainment, Software & Internet
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
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