From a 3D Generalist to a dedicated Character Animator, I bring hands-on mocap supervision and a passion for believable characters. I’ve contributed to PC games such as IL-2: Sturmovik and related titles, plus real-time training and exhibition projects, handling end-to-end pipelines from modeling and texturing to rigging, skinning, animation, and game-engine integration. I thrive on variety—animation, modeling, and texturing—and I pride myself on reliable skinning in Maya and 3ds Max, though I prefer Maya when possible. I work with mocap: creating animatics, directing sessions, post-capture cleanup, retiming, and fitting to interaction objects. I also write pipelines, checklists, and guides, and I’m eager to participate in discussions about project growth. I’m primarily focused on PC/console projects and am open to other opportunities, with remote work preferred and relocation possible depending on offer. Portfolio: _Website not available. Sign in: https://www.twine.net/signup_

Konstantine

From a 3D Generalist to a dedicated Character Animator, I bring hands-on mocap supervision and a passion for believable characters. I’ve contributed to PC games such as IL-2: Sturmovik and related titles, plus real-time training and exhibition projects, handling end-to-end pipelines from modeling and texturing to rigging, skinning, animation, and game-engine integration. I thrive on variety—animation, modeling, and texturing—and I pride myself on reliable skinning in Maya and 3ds Max, though I prefer Maya when possible. I work with mocap: creating animatics, directing sessions, post-capture cleanup, retiming, and fitting to interaction objects. I also write pipelines, checklists, and guides, and I’m eager to participate in discussions about project growth. I’m primarily focused on PC/console projects and am open to other opportunities, with remote work preferred and relocation possible depending on offer. Portfolio: _Website not available. Sign in: https://www.twine.net/signup_

Available to hire

From a 3D Generalist to a dedicated Character Animator, I bring hands-on mocap supervision and a passion for believable characters. I’ve contributed to PC games such as IL-2: Sturmovik and related titles, plus real-time training and exhibition projects, handling end-to-end pipelines from modeling and texturing to rigging, skinning, animation, and game-engine integration.

I thrive on variety—animation, modeling, and texturing—and I pride myself on reliable skinning in Maya and 3ds Max, though I prefer Maya when possible. I work with mocap: creating animatics, directing sessions, post-capture cleanup, retiming, and fitting to interaction objects. I also write pipelines, checklists, and guides, and I’m eager to participate in discussions about project growth. I’m primarily focused on PC/console projects and am open to other opportunities, with remote work preferred and relocation possible depending on offer.

Portfolio: Website not available. Sign in: https://www.twine.net/signup

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Language

English
Advanced

Work Experience

3d Generalist at Antilatency
February 1, 2018 - August 31, 2021
Handled full asset pipeline: modeling, texturing, rigging, and skinning of characters and objects for PC games and real-time training/demo projects. Created character animations to bring scenes to life (emotions, action, interactions) and mechanical animations (hinges, pistons, moving assemblies) in 3ds Max. Organized small task forces (2–5 people) inside the team to solve animation, rigging, and pipeline issues efficiently.
3d Animator at 1C Game Studios
September 1, 2021 - March 31, 2026
Created character animations for PC games: IL-2: Sturmovik, IL2 series: Korea (aviation sim), Caliber (tactical FPS), War of the Worlds: Siberia (story-driven action). Performed skinning in Maya and 3ds Max, rigging in 3ds Max, and mocap cleaning and polishing in Maya. Prepared animatics, directed mocap sessions, and provided post-capture feedback (retiming, fitting to interaction objects). Wrote technical documentation: animation pipelines, checklists. Worked with a proprietary in-house engine (animation integration, export tooling) and some Unity.

Education

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Qualifications

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Industry Experience

Gaming, Media & Entertainment
    Locking move
    This is short dance example in style of Locking
    Acrobatics animation
    Animation I made, when saw something like this was performed in real life.