I am a seasoned gameplay and cinematic animator with over 10 years of experience delivering believable character motion for AAA and indie titles. I enjoy collaborating across design, engineering, and art teams to craft animations that enhance immersion and storytelling, while refining pipelines for faster, higher-quality results. In my roles at Cathedral Studio and Technicolor Games India, I led mocap and keyframe workflows, implemented feedback directly in-engine, and contributed to shaping narrative-driven gameplay and combat systems.

SANTHOSH THANKAPPAN

I am a seasoned gameplay and cinematic animator with over 10 years of experience delivering believable character motion for AAA and indie titles. I enjoy collaborating across design, engineering, and art teams to craft animations that enhance immersion and storytelling, while refining pipelines for faster, higher-quality results. In my roles at Cathedral Studio and Technicolor Games India, I led mocap and keyframe workflows, implemented feedback directly in-engine, and contributed to shaping narrative-driven gameplay and combat systems.

Available to hire

I am a seasoned gameplay and cinematic animator with over 10 years of experience delivering believable character motion for AAA and indie titles. I enjoy collaborating across design, engineering, and art teams to craft animations that enhance immersion and storytelling, while refining pipelines for faster, higher-quality results.

In my roles at Cathedral Studio and Technicolor Games India, I led mocap and keyframe workflows, implemented feedback directly in-engine, and contributed to shaping narrative-driven gameplay and combat systems.

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Language

English
Fluent

Work Experience

Add your work experience history here.

Education

B.Sc. Visual Communication at Annamalai University, Kerala, India
January 1, 2010 - December 31, 2013
Diploma in Multimedia Animation at Arena Animation Academy, Kerala, India
January 1, 2007 - December 31, 2009

Qualifications

GAMEPLAY ANIMATOR (CONTRACT) | CATHEDRAL STUDIO, COLCHESTER, UNITED KONGDOM
March 6, 2024 - October 23, 2024
THE BORNLESS First – Person – Multiplayer | Gameplay | Unreal Engine 5 & Maya I was responsible for creating realistic character movements that enhanced gameplay immersion and player engagement in The Bornless, a first-person multiplayer action-horror game. Working closely with directors and producers, I implemented feedback to continuously improve animation quality and meet evolving creative goals. I also expanded on existing character animations to support new narrative and gameplay elements, contributing to the game's evolving story and dynamic combat mechanics within Unreal Engine 5.
SENIOR ANIMATOR | TECHNICOLOR GAMES INDIA, BANGALORE, INDIA
March 9, 2020 - April 6, 2023
CAPCOM - STREETFIGHTER 6 RPG Mode | Gameplay | Autodesk Maya 2K NBA 23 - MY CAREER RPG Mode | Gameplay & Cinematic | Autodesk Maya 2K WWE 23 Gameplay | Motion builder 2K NBA 22 - MY CAREER Facial | Autodesk Maya, Dynamixyz WB GOTHAM KNIGHTS RPG Mode | Cinematic | Motion builder 2K NBA 21 - MY CAREER RPG Mode | Gameplay | Autodesk Maya OZI - VOICE OF THE FOREST Tech Fix Team Lead | Feature Film Created high-quality gameplay and cinematic animations for multiple AAA game titles and an animated feature film, using Autodesk Maya and MotionBuilder. Collaborated closely with directors and clients, consistently receiving positive feedback for animation quality, performance, and delivery. Worked extensively on RPG systems in NBA MY CAREER modes and Gotham Knights, delivering character-driven animations that supported player progression, cutscenes, and open-world interactions. Mentored junior animators and actively supported new team members during onboarding, helping them integrate smoothly into the production pipeline. Also led a Tech Fix Team, resolving animation issues and finalizing shots for render in a fast-paced production environment.
Tier 2 Dependent Visa (United Kingdom)
January 11, 2030 - November 24, 2025

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Professional Services, Education
    uniE608 Animation Showreel 2025
    Animation, for me, has always been centred around storytelling. It involves bringing characters to life through movement that feels authentic, expressive, and immersive. Whether I'm creating fluid gameplay sequences or fine-tuning subtle facial expressions, I thrive on the challenge of making each movement feel alive. With over nine years of experience in AAA games, indie projects, and animated series, I have developed my skills in keyframe animation, motion capture refinement, and seamless integration within game engines. I am excited about the opportunity to contribute my expertise to Playsense, a studio recognized for pushing creative boundaries in game cinematics and storytelling. Throughout my career, I have worked on iconic titles such as Street Fighter 6, Gotham Knights, 2K WWE 23, and 2K NBA Series, where I focused on both gameplay and cinematic animation. Most recently, as a Senior Animator at CATHEDRAL STUDIOS, I specialized in first-person and gameplay animations for THE BORNLESS, utilizing Autodesk Maya and Unreal Engine 5 to create immersive, responsive character movements. My ability to polish animations to a high standard, combined with deep technical knowledge of Unreal Engine workflows including Sequencer, Control Rig, and Animation Blueprints has enabled me to collaborate seamlessly with designers, riggers, and technical artists to ensure an optimized and efficient pipeline. Also Served as the Tech Fix Team Lead roll at Mikros Animation for the feature film OZI - Voice of the Forest while at Technicolor Games, ensuring animation quality and resolving technical issues. animator explainervideo