I’m a 3DCG Animator and Generalist from Japan.
With over 7 years of experience as a 3D CG designer, I’ve contributed to a variety of projects ranging from video games and animation to VR/AR content. I specialize in modeling and texturing of backgrounds, characters, and props, while also handling bone rigging, weight painting, and animation production. I am skilled in complete workflows from modeling through to setup.
What sets me apart is my cross-disciplinary strength—I’m proficient not only in 3D asset creation but also in technical implementation within real-time engines like Unity and Unreal Engine 5. I have experience leading motion capture-based cutscenes and designing dynamic battle camera systems, combining technical precision with creative vision. Additionally, I have over 4 years of experience working remotely, effectively collaborating with teams through clear communication and timely reporting.
<Employment and Project Experience>
Freelance Designer for Mitsuaki Yokota
January 2025 – March 2025
ー “Embrace the air” (Photo Competition): FX production using After Effects
ー “TRUFFLE Bakery” (Documentary): 2D animation production
3D Animator, Giant Animation
June 2024 – December 2024
ー TV Anime “Legends of Evergreen Hills”: Character animation using Maya and ShotGrid
3D CG Artist, Safari Games Inc.
April 2020 – June 2024
ー #COMPASS (Mobile Game): Character modeling, texturing, weighting
ー JoJo’s Bizarre Adventure: All-Star Battle R: Vomic video production and editing
ー Dragon Quest Monsters 3:
Cutscene Lead: Storyboards, mocap direction, camera and animation implementation
Battle Camera Lead: Layout planning and camera implementation
Prop modeling and animation
ー Various projects using UE5 (2023–2024):
ー Pachinko machine content (Niagara FX, materials, Blueprints)
ー VR game (character modeling, sculpting, rigging, LODs)
ー Internal R&D project
ー AR railway event content (shinkansen modeling)
ー Demon Slayer: Strive for the Strongest! DLC (environment art, lighting)
Freelance Designer for Shuya Mukai
August 2019 – October 2019
ー STAR WARS - Atmoph Window: Fighter modeling and texturing
ー UE4 Car Configurator Tutorial: English subtitle translation
Teaching Assistant, Digital Hollywood Co., Ltd.
August 2018 – July 2019
ー Assisted CG/VFX students with production and data management
3D Artist, GEMBA Co., Ltd.
March 2018 – July 2019
ー Inazuma Eleven: Victory Road: Character modeling, LODs, FX, and asset management
ー The Magnificent Kotobuki: Aircraft texture production
ー Fate/Grand Order: Babylonia: Background modeling and compositing
3D Intern, Studio Backhorn
August 2016 – September 2016
ー MEATBALL MACHINE KODOKU (VFX Film): Background modeling, animation, keying
Experience Level
Language
Work Experience
Education
Qualifications
Industry Experience
Role: Cutscene Lead, Battle Camera
Tools: Unity, Maya, Photoshop, After Effects
Year: 2023
As the cutscene lead, I was responsible for creating and supervising animations, directing motion capture sessions, shot composition, and cinematic direction. Additionally, I planned and designed battle camera systems, developed cinematic layout concepts, and managed production progress—contributing across all aspects of visual storytelling.
Role: Character Animation
Tools: Maya, ShotGrid
Year: 2025
Worked on Legends of Evergreen Hills as a character animator at Giant Animation, a Dublin-based studio in Ireland. The series is available through the A Chick-fil-A Play App, a U.S.-based children’s entertainment platform.
Role: Environment Modeling, Texturing, Camera Work
Tools: 3ds Max, Vray, Photoshop, After Effects
Year: 2019
Contributed to 3DCG environment production for the TV anime Fate/Grand Order – Absolute Demonic Front: Babylonia. I worked on background set modeling, texture creation, and layout adjustments related to camera work. Additionally, I managed domestic outsourcing tasks including the creation of order sheets for 2D materials and organized production data to support smooth workflow operations.
[🎥 Watch Trailer](https://www.twine.net/signin
[🎥 Watch FGO_Ep1](https://www.twine.net/signin
Role: Environment Modeling, Texturing, Lighting
Tools: UE5, Maya, Photoshop, Substance Painter / Designer
Year: 2024
I was responsible for environment art production in the game Demon Slayer: Aim to Be the Strongest Corps Member. My tasks included 3D environment modeling, creation of PBR textures, asset optimization and placement, and lighting to enhance the spatial atmosphere.

Tools: Maya, After Effects
Year: 2017
For the film Meatball Machine Kodoku, I was in charge of 3D modeling and animation for selected shots. I also handled keying (green screen extraction) for those shots to enable clean compositing. Given the film’s splatter-horror and comedic tone, I intentionally incorporated exaggerated visual elements to match its unique style and enhance the overall impact.
Role: 2D Animation
Tools: After Effects
Year: 2025
Created 2D animations for the documentary TRUFFLE Bakery, including titles and transitions, using After Effects. Focused on delivering warm, understated visuals that harmonize with the tone and storytelling of the film.
[🎥Watch Bakery_coffe](https://www.twine.net/signin
[🎥Watch Bakery_ship](https://www.twine.net/signin
[🎥Watch Bakery_beans](https://www.twine.net/signin
Tools: Adobe After Effects
Year: 2025
Retouched and enhanced visuals for Kosuke Yokota’s photo competition piece.Tasks included color grading, texture and light diffusion, background compositing, and subtle VFX.The final image (right) evokes a sense of floating stillness and surreal atmosphere.


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