I’m Shaun Johnston, a Principal Gameplay Animator and Real-Time Animation Systems Specialist with 25+ years of experience shipping 16 released titles across AAA, MMO, live-service, PC, and console game development. I specialize in solving production animation challenges where gameplay responsiveness, motion capture, keyframe animation, engine implementation, tools, workflows, and production constraints intersect. I thrive on cross-disciplinary collaboration with engineering, design, technical animation, and production teams to turn animation goals into scalable gameplay systems. I’m excited to explore new workflows, AI-assisted motion, and realtime pipelines in Unreal Engine 5 and Unity, while continuing to refine facial animation, mocap evaluation, and authoring tooling for robust gameplay experiences.

Shaun Anthony Johnston

I’m Shaun Johnston, a Principal Gameplay Animator and Real-Time Animation Systems Specialist with 25+ years of experience shipping 16 released titles across AAA, MMO, live-service, PC, and console game development. I specialize in solving production animation challenges where gameplay responsiveness, motion capture, keyframe animation, engine implementation, tools, workflows, and production constraints intersect. I thrive on cross-disciplinary collaboration with engineering, design, technical animation, and production teams to turn animation goals into scalable gameplay systems. I’m excited to explore new workflows, AI-assisted motion, and realtime pipelines in Unreal Engine 5 and Unity, while continuing to refine facial animation, mocap evaluation, and authoring tooling for robust gameplay experiences.

Available to hire

I’m Shaun Johnston, a Principal Gameplay Animator and Real-Time Animation Systems Specialist with 25+ years of experience shipping 16 released titles across AAA, MMO, live-service, PC, and console game development. I specialize in solving production animation challenges where gameplay responsiveness, motion capture, keyframe animation, engine implementation, tools, workflows, and production constraints intersect.

I thrive on cross-disciplinary collaboration with engineering, design, technical animation, and production teams to turn animation goals into scalable gameplay systems. I’m excited to explore new workflows, AI-assisted motion, and realtime pipelines in Unreal Engine 5 and Unity, while continuing to refine facial animation, mocap evaluation, and authoring tooling for robust gameplay experiences.

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Experience Level

Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate

Work Experience

Principal Animator at INTREPID STUDIOS
January 1, 2023 - January 1, 2026
Principal animator supporting development of Ashes of Creation, a large-scale MMORPG built in Unreal Engine 5. Created gameplay animations for player characters, NPCs, creatures, environmental assets, and interactive gameplay elements supporting prototype and production development. Evaluated motion-capture and AI-assisted animation solutions, including Xsens and QuickMagic AI, supporting workflow development and production decision-making. Led MetaHuman facial animation and lip-sync feasibility investigations, identifying production-ready solutions, technical constraints, and implementation requirements. Worked with Animation Blueprints, Child Animation Blueprints, Blend Spaces, Animation Montages, Animation Sequences, Skeletal Mesh Integration, and Modular Character Assembly workflows. Designed and developed MotionBuilder production tools including a Selection-Based Pose Library Tool. Collaborated with engineering, design, technical animation, and production teams to convert animatio
Animation Director at MUTANT ARM STUDIOS
January 1, 2022 - January 1, 2023
Led animation and technical animation teams on an Unreal Engine production. Established workflows and best practices.
Animation Director at PROTAGONIST GAMES
January 1, 2019 - January 1, 2022
Led animation and technical teams. Evaluated and selected OptiTrack motion-capture solutions. Directed performance capture implementation.
Senior Animator at DAYBREAK GAME COMPANY
January 1, 2014 - January 1, 2019
Created first-person and third-person gameplay animation systems. Worked on H1Z1 and related live-service projects.
Senior Animator / Artist at SONY ONLINE ENTERTAINMENT
January 1, 2001 - January 1, 2014
Led first-person animation development for PlanetSide 2. Created animation across multiple MMO and live-service titles.

Education

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Qualifications

Industry Experience

Gaming, Media & Entertainment
    Motion Capture Reel

    Motion Capture Reel: (Password: Mocap)

    Creature / Character Reel

    (Password: sjreel)