I am an art generalist specialising in animation with over 7 years of experience across the gaming and industrial simulation sectors. My core focus is the full humanoid and creature animation pipeline—taking assets from initial sculpt and rigging through to final implementation in Unreal Engine 5. Most recently, as Lead Animator at Better Than Reality, I focused on high-fidelity VR safety modules and site recreations for companies like South 32, Big Yellow, and Go West. My background bridges the gap between commercial game development (managing character systems for Barton Lynch Pro Surfing) and the technical precision required for industrial digital twins. I’m a heavy Maya and Unreal Engine user, specializing in complex rigging, skinning, and MoCap integration via Rokoko. I’m comfortable managing technical pipelines and version control (Perforce/Git) to ensure assets are not only high-quality but fully optimized for real-time performance. Core Expertise: • Animation: Full Pipeline Management, MoCap (Rokoko), Facial & Creature Animation • Technical Art: Advanced Rigging/Skinning, Quad-Draw Optimization, Real-time VFX • 3D Workflow: High/Low Poly Modeling, UV Unwrapping, Substance Suite • Environment: Photogrammetry optimization and VR-ready site reconstructions I’m always happy to chat about new projects, technical pipelines, or potential roles—feel free to reach out via direct message or email.

Timothy Mayor

I am an art generalist specialising in animation with over 7 years of experience across the gaming and industrial simulation sectors. My core focus is the full humanoid and creature animation pipeline—taking assets from initial sculpt and rigging through to final implementation in Unreal Engine 5. Most recently, as Lead Animator at Better Than Reality, I focused on high-fidelity VR safety modules and site recreations for companies like South 32, Big Yellow, and Go West. My background bridges the gap between commercial game development (managing character systems for Barton Lynch Pro Surfing) and the technical precision required for industrial digital twins. I’m a heavy Maya and Unreal Engine user, specializing in complex rigging, skinning, and MoCap integration via Rokoko. I’m comfortable managing technical pipelines and version control (Perforce/Git) to ensure assets are not only high-quality but fully optimized for real-time performance. Core Expertise: • Animation: Full Pipeline Management, MoCap (Rokoko), Facial & Creature Animation • Technical Art: Advanced Rigging/Skinning, Quad-Draw Optimization, Real-time VFX • 3D Workflow: High/Low Poly Modeling, UV Unwrapping, Substance Suite • Environment: Photogrammetry optimization and VR-ready site reconstructions I’m always happy to chat about new projects, technical pipelines, or potential roles—feel free to reach out via direct message or email.

Available to hire

I am an art generalist specialising in animation with over 7 years of experience across the gaming and industrial simulation sectors. My core focus is the full humanoid and creature animation pipeline—taking assets from initial sculpt and rigging through to final implementation in Unreal Engine 5.
Most recently, as Lead Animator at Better Than Reality, I focused on high-fidelity VR safety modules and site recreations for companies like South 32, Big Yellow, and Go West. My background bridges the gap between commercial game development (managing character systems for Barton Lynch Pro Surfing) and the technical precision required for industrial digital twins.
I’m a heavy Maya and Unreal Engine user, specializing in complex rigging, skinning, and MoCap integration via Rokoko. I’m comfortable managing technical pipelines and version control (Perforce/Git) to ensure assets are not only high-quality but fully optimized for real-time performance.
Core Expertise: • Animation: Full Pipeline Management, MoCap (Rokoko), Facial & Creature Animation • Technical Art: Advanced Rigging/Skinning, Quad-Draw Optimization, Real-time VFX • 3D Workflow: High/Low Poly Modeling, UV Unwrapping, Substance Suite • Environment: Photogrammetry optimization and VR-ready site reconstructions
I’m always happy to chat about new projects, technical pipelines, or potential roles—feel free to reach out via direct message or email.

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Language

English
Fluent
German
Intermediate

Work Experience

Lead Animator | Art Generalist at Better Than Reality / Go West / Big Yello w / South 32
June 1, 2025 - March 1, 2026
Promoted from contractor to full-time lead to professionalize Blue Tongue VR training modules, replacing generic Mixamo assets with handmade character models and animations. Developed a modular character system in Maya for Unreal Engine 5, enabling interchangeable high-visibility uniforms across multiple corporate modules. Conducted on-site observations at the South 32 refinery to translate bauxite processing into a high-accuracy VR proof-of-concept, modeling to-scale valve systems and pressure gauges. Built interactive mechanical logic for pressure pipework and valve operation sequences to simulate correct fluid flow and prevent process failure. Reconstructed high-fidelity mine/bus/industrial environments using aerial photography and photogrammetry, optimized for VR performance, and created multi-tiered emergency hazard modules with Niagara VFX.
Lead Animator | Technical Director at Viewport XR | Western Health OVA
October 1, 2023 - July 1, 2024
Assisted with finishing an occupational violence avoidance VR training simulation that needed quality improvements after long production. For two months, cleaned motion-captured animations and facial captures. When initial development didn’t meet requirements, helped supervise a full project restart. Organized and simplified the decision tree, learned the motion capture pipeline, and supported as a technical director for performance capture. Built scaled scenes in real-world space for Unreal. Coordinated with Western Health representatives, assigned a lead animator role to supervise other animators, created MetaHuman characters and skinned new clothing to complex rigs, and helped bring the project to a successful outcome after restart.
3D Modeler (Freelance) at Roadman
April 1, 2023 - July 1, 2023
Modeled a Judge Dredd-inspired apartment complex with a dark brutalist aesthetic, emphasizing strong scale and design fidelity to client requirements. Built multiple distinct apartment levels with customizable configurations and tested compatibility for game AI navigation and player movement, including doorways, elevators, and stairwells.
VFX Artist | Art Generalist | Lead Animator at Ninja Syndicate | Supremacy
May 1, 2022 - December 1, 2022
Improved in-game VFX quality and performance by reducing sprite counts and optimizing spacing/scaling to minimize quad overdraw. Redesigned game levels to enhance atmosphere via improved lighting and immersive effects like rolling smoke and steam, and implemented smart/optimized textures to reduce tiling while improving realism. Optimized level layouts to improve gameplay flow using strategic choke points and cover placement. Developed a rapid character creator concept (72 hours) with facial customization and morph sliders on a provided base mesh. Optimized main character/mech meshes by reducing unnecessary subdivisions and geometry, cutting poly counts by 50–75% without visible quality loss. As animation lead, directed a team of four animators to re-time/refine animations for realism and gameplay pacing; also led modeling/texturing/lighting for most of a detailed lobby scene and independently delivered a large nightclub environment on a tight three-week schedule.
Project Lead | Lead Artist at Lazy Friday Studios | HEROs Of Onslaught / Thrust and Trust
May 1, 2020 - Present
Project lead and art lead for HEROs of Onslaught. Wrote a 60-page game design document, recruited two artists and two programmers, and delegated tasks toward vertical slice goals. Ported the project to Unreal Engine 5.3 after Unity terms changed. Created the main character including animations and materials, and planned/created half of the enemy alien roster with their materials/animations. Built and textured the lobby scene with VFX and final lighting for mood/ambience, and created world terrain plus pathway collectables and mission objective zones for clear, structured gameplay planning. Collaborated closely with other artists, providing feedback during asset production.
Lead Animator | Art Generalist at Bungarra Software | Barton Lynch Pro Surfing
April 1, 2019 - March 1, 2023
Architected the wave system at project onset, building a custom animated mesh deformation system based on Surf ’s Up R&D methods to create a performant and directable playable surface. Developed a custom character creator using blend shapes for facial and body customization. Optimized performance for previous-generation consoles, increasing frame rate by 25%. Improved visual fidelity of multiple game levels with comprehensive texture improvements, strategic asset placement, and refined lighting while improving performance and environmental balance. Created realistic, performant wave VFX that reduced hardware costs by 50% while improving visual quality.

Education

Bachelor of Digital Media (Games Art and Design) at Murdoch University
January 1, 2017 - August 1, 2026
Western Australian Certificate of Education (WACE) at Carine Senior High School
January 11, 2030 - August 1, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Healthcare, Media & Entertainment, Education, Professional Services, Other