I’m Eli Enigenburg, a creative and technical director who’s spent 25+ years building character-driven production pipelines across AAA games, animated series, feature film, VFX, and VR/AR. I love bridging the gap between creative vision and the systems that make it scalable—turning performance, storytelling, and character craft into production-ready rigs, workflows, and tools. As the owner of Moving Message Co. (since 2009), I lead end-to-end projects where quality and schedule have to work together. I’ve served as an animation and rigging lead across studios and collaborations for clients including Activision, PlayStation, Rockstar, EA, TED, MathWorks, Mercedes-Benz, and Oddworld, and I’ve also built rigging/pipeline support teams for large production staffs—mentoring artists while removing bottlenecks before they slow the work.

Eli Enigenburg

Verified

I’m Eli Enigenburg, a creative and technical director who’s spent 25+ years building character-driven production pipelines across AAA games, animated series, feature film, VFX, and VR/AR. I love bridging the gap between creative vision and the systems that make it scalable—turning performance, storytelling, and character craft into production-ready rigs, workflows, and tools. As the owner of Moving Message Co. (since 2009), I lead end-to-end projects where quality and schedule have to work together. I’ve served as an animation and rigging lead across studios and collaborations for clients including Activision, PlayStation, Rockstar, EA, TED, MathWorks, Mercedes-Benz, and Oddworld, and I’ve also built rigging/pipeline support teams for large production staffs—mentoring artists while removing bottlenecks before they slow the work.

Available to hire

I’m Eli Enigenburg, a creative and technical director who’s spent 25+ years building character-driven production pipelines across AAA games, animated series, feature film, VFX, and VR/AR. I love bridging the gap between creative vision and the systems that make it scalable—turning performance, storytelling, and character craft into production-ready rigs, workflows, and tools.

As the owner of Moving Message Co. (since 2009), I lead end-to-end projects where quality and schedule have to work together. I’ve served as an animation and rigging lead across studios and collaborations for clients including Activision, PlayStation, Rockstar, EA, TED, MathWorks, Mercedes-Benz, and Oddworld, and I’ve also built rigging/pipeline support teams for large production staffs—mentoring artists while removing bottlenecks before they slow the work.

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Language

English
Fluent
Spanish; Castilian
Fluent

Work Experience

Principal Technical Animator/Contract Developer at Turtle Rock Studios
May 1, 2023 - July 31, 2026
Principal Technical Animator at Turtle Rock Studios
January 1, 2023 - January 1, 2026
Developed rigging and pipeline solutions from the ground up to support a team of nearly 20 animators and technical animators on an unannounced AAA title.
Principal Technical Animator at Lost Boys Interactive
April 1, 2022 - October 31, 2022
Principal Technical Animator at Final Strike Games
January 1, 2022 - Present
Contributed as a principal technical animator, building and supporting production for an AAA project (work ended due to cancellation).
Lead Rigging Artist at Rooster Teeth Animation
July 1, 2021 - April 30, 2022
Justice League x RWBY: Super Heroes and Huntsmen, RWBY: Volume 9
Rigging Team Lead at Rooster Teeth Animation
January 1, 2021 - January 1, 2022
Led rigging TDs on two feature-length productions, supporting 30+ animators and 70+ characters; established rigging approach and team workflows to keep character production consistent and scalable.
Senior Character T.D. at Wevr
January 1, 2017 - January 1, 2018
Rigged and animated ultra-high-fidelity characters and creatures for Harry Potter location-based entertainment in VR, including Chaos at Hogwarts and Wizards Take Flight.
Senior Animator at Oddworld Inhabitants
January 1, 2013 - January 1, 2014
Provided camera, layout, and character animation to support the Oddworld franchise, including Oddworld: New 'n' Tasty! cinematics.
Supervising Animator at PandaPanther
January 1, 2012 - January 1, 2012
Supervised an animation team while animating alongside them, helping drive cohesive, high-output production for Skylanders Giants cinematics.
Animator at Moving Message Co./ELIENI, LLC
October 1, 2009 - Present
Creating animations and illustrations that explain, entertain, educate, and market your ideas
Owner, Animator & Technical Director at Moving Message Co.
January 1, 2009 - Present
Led end-to-end productions and provided senior-level creative and technical direction across entertainment, interactive media, science and business communication, and advertising. Defined workflows, aligned teams to production goals, and acted as an animation lead/director for both short-form commercial projects and longer studio engagements.
Senior Animator / Rigger at Trion Worlds
January 1, 2008 - January 1, 2009
Served as a technical bridge between animation and character modeling teams while animating and supporting an open-world MMO production.
Senior Animator at BottleRocket Entertainment
January 1, 2007 - January 1, 2008
Advanced animation work on high-standard studio productions, contributing as an animator and pushing complex animation quality.
Senior Animator at Oktobor Animation
January 1, 2005 - January 1, 2006
Created commercials and film effects including design, directing, animation, animation supervision, modeling, and technical direction.
Senior Cinematic Animator at High Moon Studios
January 1, 2003 - January 1, 2004
Performed deep layout, camera, and previs work on Darkwatch, and handled tight animation blocking and lighting design on The Bourne Conspiracy.
Studio/Cinematics - Senior Animator at PlayStation
January 1, 2003 - January 1, 2007
Contributed as a studio/cinematics animator across studio and cinematic resources for first-party developers, helping ideate, prototype, and produce cinematic content.
Lead Artist, Animator at Rockstar/Angel Studios/Presto Studios
January 1, 2000 - January 1, 2003
Led early-career animation and artistry efforts across game and cinematic content, establishing a cross-discipline foundation spanning creative, technical, and organizational skills.

Education

3D animation, modeling, lighting, rendering, and visual effects (program coursework) at Silicon Studio Los Angeles
January 1, 1996 - January 1, 1998
Classical studies in figure drawing, anatomy, sculpture, portraiture, quick-sketch (fine arts coursework) at Watts Atelier of the Arts
January 1, 1998 - January 1, 2003

Qualifications

Add your qualifications or awards here.

Industry Experience

Media & Entertainment, Gaming, Education, Life Sciences, Other
    Animation for Games

    I’ve animated for Rockstar, Playstation, EA, and countless other studios large and small for over 25 years. Check out some of my work: