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.
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