I’m a character animator based in the UK, focused on performance-driven keyframe work for series, commercials, and real-time pipelines. For the past 5-6 years I’ve worked mainly in Blender, covering scene prep, blocking, iterative notes, and final polish. I’m comfortable with tidy scene management, library linking, pose libraries, constraints, and light rig fixes when needed. I also use Maya and 3ds Max, and I understand engine requirements for Unity and Unreal, so my animation stays readable, efficient, and easy to integrate. Recently I worked with A Productions, Bristol, contributing as an animator and sharing Blender know-how through tips, add-on suggestions, and short workflow guides. I collaborate smoothly with rigging, layout, and comp, give clear, actionable feedback, and adapt quickly to show styles and pace. I’m available for remote, hybrid, or on-site projects and happy to jump in where a hands-on, detail-focused animator can help the team move faster.

Tomasz (Tomek) Tragarz

I’m a character animator based in the UK, focused on performance-driven keyframe work for series, commercials, and real-time pipelines. For the past 5-6 years I’ve worked mainly in Blender, covering scene prep, blocking, iterative notes, and final polish. I’m comfortable with tidy scene management, library linking, pose libraries, constraints, and light rig fixes when needed. I also use Maya and 3ds Max, and I understand engine requirements for Unity and Unreal, so my animation stays readable, efficient, and easy to integrate. Recently I worked with A Productions, Bristol, contributing as an animator and sharing Blender know-how through tips, add-on suggestions, and short workflow guides. I collaborate smoothly with rigging, layout, and comp, give clear, actionable feedback, and adapt quickly to show styles and pace. I’m available for remote, hybrid, or on-site projects and happy to jump in where a hands-on, detail-focused animator can help the team move faster.

Available to hire

I’m a character animator based in the UK, focused on performance-driven keyframe work for series, commercials, and real-time pipelines. For the past 5-6 years I’ve worked mainly in Blender, covering scene prep, blocking, iterative notes, and final polish. I’m comfortable with tidy scene management, library linking, pose libraries, constraints, and light rig fixes when needed. I also use Maya and 3ds Max, and I understand engine requirements for Unity and Unreal, so my animation stays readable, efficient, and easy to integrate.
Recently I worked with A Productions, Bristol, contributing as an animator and sharing Blender know-how through tips, add-on suggestions, and short workflow guides. I collaborate smoothly with rigging, layout, and comp, give clear, actionable feedback, and adapt quickly to show styles and pace. I’m available for remote, hybrid, or on-site projects and happy to jump in where a hands-on, detail-focused animator can help the team move faster.

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Experience Level

Expert
Expert
Intermediate
Intermediate
Beginner
Beginner

Language

English
Fluent
Polish
Fluent

Work Experience

3D Character Animator (Mid-Level) at AProduction
June 1, 2025 - August 1, 2025
Created high-quality character animations for remote Bristol projects and supported workflow enhancements through new tools.
Lead Animator at Keyframe Studios
August 1, 2019 - March 31, 2025
Led the animation team, ensuring high-quality output and style consistency; collaborated with directors and designers; mentored staff and introduced AI-assisted workflows and new tools to improve efficiency.
3D Character Animator (Mid-Level) at Keyframe Studios
April 1, 2016 - August 1, 2019
Created high-quality character animations; collaborated with rigging and technical teams; maintained consistency with designers and animators; mentored junior staff; refined large-scale character movement; owned complex animations.
Junior Animator at Keyframe Studios
August 1, 2015 - April 1, 2016
Assisted senior animators with keyframes and motion studies; created basic character animations; adapted to different styles and constraints; incorporated feedback; delivered high-quality animations ahead of deadlines.

Education

BA Animation (First-Class Honours) at Norwich University of the Arts
January 1, 2012 - January 1, 2015
Unreal Engine Introduction at Epic Games
May 1, 2018 - May 1, 2018

Qualifications

First-Class Honours (BA Animation)
January 1, 2012 - January 1, 2015
Unreal Engine Introduction
May 1, 2018 - May 1, 2018

Industry Experience

Media & Entertainment, Software & Internet, Gaming
    paper My Portfolio

    Please go to my website to see my recent showeel and portfolio of feature work.

    https://www.twine.net/signin

    You can use filters in the Feature Work section to see the desired software, type of production, tools used, medium etc.

    Thank you!

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