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Thomas Tadeusz Ciborowsk

Available to hire

Hi, I’m Thomas Ciborowski, an experienced cinematics and gameplay animator with 16 years in AAA and AA game production.

About

Hi, I’m Thomas Ciborowski, an experienced cinematics and gameplay animator with 16 years in AAA and AA game production. I’ve owned cut-scenes and in-game animation across 13 released titles, working in big production environments where collaboration and clear communication with other disciplines are key.

My work spans mocap acting, cleanup, blending, and keyframing on top, plus troubleshooting and implementation in real-time engines. I have also mentored junior animators, create documentation and tutorials. I enjoy learning new skills and workflows.

  • 17 years' experience
  • Joined September 2026

Languages

  • EnglishFluent
  • DanishFluent
  • SwedishBeginner

Industry experience

  • Gaming
  • Media & Entertainment

Work experience

Senior Cinematics animator · UbisoftJan 2015 – Jan 2026 · 11 yrs 1 mo

Worked closely with Cinematics Designers and Animation Directors on AAA production. Performed mocap acting, cleanup, blending, and keyframing on top, and supported implementation of mocap into Snowdrop engine sequences. Created and tested/troubleshot in-game sequences, mentored junior animators in Motionbuilder and Snowdrop, and produced documentation/tutorials for the team.

Senior Cinematics and Gameplay Animator · UbisoftJan 2011 – Jan 2015 · 4 yrs 1 mo

Delivered facial animation using in-house tools and reference video. Set up cameras for cut-scenes and supported productions including Assassin’s Creed Black Flag and For Honor. Performed mocap cleanup/mixing and built keyframe gameplay animation for FPS. Implemented and tested animations in Dunia and Anvil-based engines.

Senior 3D Cinematics Animator · UbisoftJan 2009 – Jan 2011 · 2 yrs 1 mo

Created facial animation using keyframes and mocap editing. Completed mocap cleanup and mixing on top, and produced keyframe animation for NPC characters. Also contributed by animating, modelling, and rigging non-playable characters.

Education

· The Animation Workshop2001 – 2003

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