I'm an animator with 12 years of experience creating quality and impactful gameplay, combat, and cinematic animation across AA/indie games, and animated series in a variety of styles. I’m experienced in animation previsualization and development, engine implementation, motion capture pipelines, and animation leadership. I’ve worked through shots and sequences from layout to final animation polish, handled motion capture cleanup/retargeting and facial/cleanup enhancement, and supported real-time implementation in Unreal Engine using animation montages and blend spaces. I also coordinate with design and tech teams to ensure gameplay clarity and resolve bugs while maintaining consistent animation style through reviews, documentation, and team feedback.

Tyson Haeh

I'm an animator with 12 years of experience creating quality and impactful gameplay, combat, and cinematic animation across AA/indie games, and animated series in a variety of styles. I’m experienced in animation previsualization and development, engine implementation, motion capture pipelines, and animation leadership. I’ve worked through shots and sequences from layout to final animation polish, handled motion capture cleanup/retargeting and facial/cleanup enhancement, and supported real-time implementation in Unreal Engine using animation montages and blend spaces. I also coordinate with design and tech teams to ensure gameplay clarity and resolve bugs while maintaining consistent animation style through reviews, documentation, and team feedback.

Available to hire

I’m an animator with 12 years of experience creating quality and impactful gameplay, combat, and cinematic animation across AA/indie games, and animated series in a variety of styles. I’m experienced in animation previsualization and development, engine implementation, motion capture pipelines, and animation leadership.

I’ve worked through shots and sequences from layout to final animation polish, handled motion capture cleanup/retargeting and facial/cleanup enhancement, and supported real-time implementation in Unreal Engine using animation montages and blend spaces. I also coordinate with design and tech teams to ensure gameplay clarity and resolve bugs while maintaining consistent animation style through reviews, documentation, and team feedback.

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Work Experience

Senior 3D Animator at Studio Pixanoh
April 11, 2022 - January 9, 2026
April 1, 2022 - December 1, 2025
Automated/handled Autodesk Maya and production tool workflow tasks including Shotgrid, Photoshop/Premiere/Lightroom usage; supported performance/motion capture, retargeting, animation solving, and mentoring. Worked across photography/cinematography and cinematic/combat/gameplay animation and layout. Autodesk Maya, Motion Builder, Vicon Shogun, Faceware for Maya, Unreal Engine 5, plus general animation solving and motion capture performance cleanup/polish.
Animator at Electronic Arts
January 15, 2021 - January 7, 2022
Senior 3D Character / Gameplay Animator
January 1, 2021 - January 1, 2022
Created gameplay/combat animation assets for player character, dozens of NPCs, enemies, and bosses (Maya). Implemented and tested animation content in Unreal Engine using animation montages and blend spaces. Coordinated with design and tech teams to ensure gameplay clarity and resolve bugs. Helped define animation style through documentation, reviews, and team feedback. Provided workflow demonstrations and animation critique to ensure consistent quality across a team up to five animators. Assumed lead duties to maintain continuity across multiple leadership transitions. Led previews and explored combat/character performance options to pass off to team members.
3D Animator at Mainframe Studios
August 26, 2019 - April 17, 2020
3D Animator
August 1, 2019 - April 2, 2020
Clean-up and enhancement of motion-captured data with keyframe animation integration (Maya). Produced layout through to final animation for game cinematics. Rigged props and character assets for game integration (Maya). Maintained flexibility to learn new software and skill sets to meet client demands (Blender/3D SMax).
November 1, 2018 - August 1, 2019
Quality assurance and troubleshooting for large-scale motion capture datasets (Vicon Shogun). Solved, retargeted, and processed motion capture performances for gameplay and cinematic use (Motion Builder). Cleaned up, polished, and enhanced facial capture data (Faceware for Maya). Adapted and learned multiple new programs and workflows to match production changes.
3D Animator at Wildbrain
October 22, 2018 - August 16, 2019
Freelance Animator at Self
September 10, 2018 - Present
Senior 3D Animator at Studio Pixano
September 2, 2018 - August 1, 2019
Shots sequence layout, character posing, and camera animation to match animation (Maya). Modified camera layout to enhance storytelling and worked layout-to-final animation polish. Repeated/continued sequence layout and camera/pose work across productions.
3D Animator at Bardel Entertainment
October 6, 2014 - October 19, 2018

Education

Diploma of Animation at Centre for Arts and Technology - Okanagan
September 1, 2012 - September 1, 2014

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Education