Hello, I'm Ricky and I am a 3D animator. I have worked in the game industry for 3 years and have worked on games such as Hellboy: Web of Wyrd. Most recently, I worked briefly at Vesper, exploring fun and interesting ways for other storytellers to create their own games. I experimented with various ways to create distinct animation sets based on personality and character background. I have been working as an animator and rigger on an unannounced project, producing stylised animations and complex rigging setups as well as R&D work to set the game's animation style. Previously, I worked on Hellboy: Web of Wyrd, animating, rigging, and skinning all sorts of weird and wacky creatures.

Ricky Dredge

Hello, I'm Ricky and I am a 3D animator. I have worked in the game industry for 3 years and have worked on games such as Hellboy: Web of Wyrd. Most recently, I worked briefly at Vesper, exploring fun and interesting ways for other storytellers to create their own games. I experimented with various ways to create distinct animation sets based on personality and character background. I have been working as an animator and rigger on an unannounced project, producing stylised animations and complex rigging setups as well as R&D work to set the game's animation style. Previously, I worked on Hellboy: Web of Wyrd, animating, rigging, and skinning all sorts of weird and wacky creatures.

Available to hire

Hello, I’m Ricky and I am a 3D animator. I have worked in the game industry for 3 years and have worked on games such as Hellboy: Web of Wyrd. Most recently, I worked briefly at Vesper, exploring fun and interesting ways for other storytellers to create their own games. I experimented with various ways to create distinct animation sets based on personality and character background.

I have been working as an animator and rigger on an unannounced project, producing stylised animations and complex rigging setups as well as R&D work to set the game’s animation style. Previously, I worked on Hellboy: Web of Wyrd, animating, rigging, and skinning all sorts of weird and wacky creatures.

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Language

English
Fluent

Work Experience

3D Game Animator at Upstream Arcade
April 30, 2025 - August 11, 2025
Worked as an animator and rigger on an unannounced project, producing stylised animations and complex rigging setups as well as R&D work to set the game's animation style. Previously worked on Hellboy: Web of Wyrd, animating, rigging and skinning a variety of unique creatures. Tasks included animating in Maya and Blender, rigging/skinning in Maya (Human IK) and Blender (Rigify), animating in Unity, and implementing characters and animations in Unity.
3D Game Animator (Contract) at Vesper
May 31, 2025 - August 11, 2025
Worked briefly at Vesper exploring innovative ways for storytellers to create their own games. Experimented with various methods to create distinct animation sets based on personality and character background. Tasks included animating in Blender and rigging/skinning in Blender (Rigify).

Education

BSc Hons Computer Animation Arts (First Class) at The University of the West of Scotland
September 1, 2017 - September 1, 2021

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment
    paper Hellboy: Web of Wyrd

    Hellboy Web of Wyrd is a roguelike action brawler with an original story created in partnership with Dark Horse Comics and Hellboy creator Mike Mignola. When an agent of the B.P.R.D. goes missing, Hellboy is sent to investigate; pulling him into the depths of the Wyrd.
    Developed by Upstream Arcade, Hellboy Web of Wyrd utilizes an art style faithful to Mike Mignola’s original masterpieces. Like in the comics, the game sends Hellboy on a series of vastly different and wholly-unique adventures; and while each story stands on its own, they are all tied to the mysterious legacy of The Butterfly House.
    Built in 1962 by occultist Pasquale Deneveaux, The Butterfly House is more than a mere residence; it’s a gateway. Built upon occult ley-energies, its strange angles and non-Euclidean geometries were designed with a singular foul purpose in mind: to open doorways into a terrible and fascinating dimension called The Wyrd.
    Go toe-to-toe (or hoof-to-hoof) with a menagerie of nightmarish creatures and homunculi as you explore the realms within the Wyrd. Combat has been engineered to create challenging encounters that encourage you to learn patterns, dodge, parry, and - of course - punch your enemies into oblivion.

    https://www.youtube.com/embed/xfnYSpUscjM