Technical animator and character rigger with 6+ years of production experience across games, film, and real-time pipelines. Specialized in scalable rigging/skin deformation workflows using Maya and Unreal Engine, with strong understanding of Control Rig systems, animation blueprints, and performance-focused iteration. Builds production-ready character and prop pipelines and develops Python-based tooling to automate asset management and improve team productivity. Experienced collaborating with artists, designers, and engineers to deliver robust, production-ready solutions that bridge animation and technology.

Utkarsh Agnihotri

Technical animator and character rigger with 6+ years of production experience across games, film, and real-time pipelines. Specialized in scalable rigging/skin deformation workflows using Maya and Unreal Engine, with strong understanding of Control Rig systems, animation blueprints, and performance-focused iteration. Builds production-ready character and prop pipelines and develops Python-based tooling to automate asset management and improve team productivity. Experienced collaborating with artists, designers, and engineers to deliver robust, production-ready solutions that bridge animation and technology.

Available to hire

Technical animator and character rigger with 6+ years of production experience across games, film, and real-time pipelines. Specialized in scalable rigging/skin deformation workflows using Maya and Unreal Engine, with strong understanding of Control Rig systems, animation blueprints, and performance-focused iteration.

Builds production-ready character and prop pipelines and develops Python-based tooling to automate asset management and improve team productivity. Experienced collaborating with artists, designers, and engineers to deliver robust, production-ready solutions that bridge animation and technology.

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Language

English
Fluent
Hindi
Fluent
German
Beginner

Work Experience

Technical Animator at Kaiko Games
June 1, 2023 - August 31, 2025
Worked on an action-adventure top-down perspective game (THQ Nordic IP, Project 5 - unreleased). Created 48+ production-ready, optimized, scalable character rigs and prop rigs using mGear in Autodesk Maya for gameplay animations. Developed a Python-based Asset Manager tool to manage 1,500+ assets, improving animation team productivity by ~30%. Collaborated with designers and gameplay engineers to support animation-driven mechanics and prototype gameplay rigs, retargeting 3ds Max animations to Maya rigs. Supported animation pipelines using SC RUM-based development with version control systems.
3D Artist at MIDEU FILMS
February 1, 2023 - May 31, 2023
Created 6 character setups for Tilda Apfelkerne Season 2, including modeling, texturing, and rigging using Rapid Rig. Converted Photoshop illustrations into Maya rigs for cutout-style 2D animation.
3D Generalist at Traumhaus Studios
February 1, 2021 - January 31, 2023
Responsible for rigging 257 props and vehicles for the movie ELLI UNDGEHEUER GEHEIM using Blender Cloud Rig. Created 4 hero vehicles and 100+ prop rigs for the Netflix movie Stitch Head using Maya. Maintained truck and lamp rig setups for Licht an! Season 2 using Maya. Developed Python tools to automate rigging and workflow tasks for the team.
Freelance Character Artist at Trail Digital
November 1, 2020 - February 28, 2021
Designed 4 visually appealing and ethical characters for a YouTube series. Created environments and set dressings to support storytelling and visual consistency. Set up a Reallusion workflow in Unreal Engine using Character Creator, Substance Painter, iClone 7, and ZBrush for real-time rendering.
Junior Artist at LUXX FILM
August 1, 2019 - April 30, 2020
Produced 4 custom character rigs for the teaser of Tafiti using Blender. Created a variety of rig types including bipedal, quadruped, and insect rigs. Applied anatomical principles of meerkats, red river hogs, snakes, and beetles in rig creation.
Motion Capture Intern at metricminds
April 1, 2017 - September 30, 2017
Cleaned motion capture data using Vicon Blade on tight sprint cycles. Participated in motion capture shoots of Horizon and Surge as a stunt runner. Improved data for Limbic mars project, STC project resonance, and Screenday assets.

Education

M.A. 3D Animation in Films and Games at TH Köln
October 1, 2021 - August 31, 2025
B.A. Animation and Games at Hochschule Darmstadt
October 1, 2015 - March 31, 2019
B.Tech Computer Science and Engineering at Jaypee University of Information Technology
July 1, 2009 - July 1, 2013

Qualifications

Master Thesis - Procedural Rigging in Unreal Engine
January 1, 2023 - January 1, 2024

Industry Experience

Gaming, Media & Entertainment, Computers & Electronics, Professional Services, Software & Internet