J.P. Self
P. Self, a Senior Gameplay Animator with 15+ years in game development.
About
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.
- 17 years' experience
- Joined August 2025
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
More experts in Austin, United States
Work experience· 15 roles
Created 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%).
Created 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.
Worked 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.
Education
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