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 ---

Kosuke Yoneda

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 ---

Available to hire

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


See more

Language

English
Fluent
Japanese
Fluent

Work Experience

Add your work experience history here.

Education

Studied 3DCG in the Department of Visual Image Design at Kobe Design University
April 1, 2015 - March 31, 2017

Qualifications

Add your qualifications or awards here.

Industry Experience

Education, Gaming, Media & Entertainment
    paper Dragon Quest Monsters 3: The Dark Prince

    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.


    paper Legends of Evergreen Hills

    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.


    paper Fate/Grand Order – Absolute Demonic Front: Babylonia

    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

    paper Demon Slayer: Aim to Be the Strongest Corps Member

    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.


    ![0](https://www.twine.net/signin
    ![1](https://www.twine.net/signin
    ![2](https://www.twine.net/signin

    paper Inazuma Eleven: Ares no Tenbin

    Role: Character Modeling, Texture, Effect
    Tools: Maya, Photoshop, Mizuchi, Excel, Word

    As a 3D artist, I was responsible for character modeling, texture creation, LOD modeling, and effect production. In addition, I managed domestic outsourcing, created asset specification documents for characters, and handled data organization and management, contributing to improved production efficiency.

    paper Meatball Machine Kodoku

    Role: Modeling, Animation, Keying (for specific shots)
    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.

    paper TRUFFLE Bakery – Documentary Film

    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

    paper Emberace the Air

    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.


    retouch1
    B_04

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