3D animator focused on cinematic and gameplay animation for shipped and in-development titles. I build reliable character/creature animation pipelines by collaborating closely with design and engineering teams—covering rigging, mocap/keyframe workflows, and production-ready integration in Unreal Engine. Across roles in studio and freelancing, I’ve led rigging and simulation work (facial/body rigs, real-time cloth/hair/soft-body), tuned performance and asset setups, and delivered animation for gameplay and cutscenes. I enjoy bridging creative and technical needs to ensure animation behaves consistently in production.

Farnood Taheri

3D animator focused on cinematic and gameplay animation for shipped and in-development titles. I build reliable character/creature animation pipelines by collaborating closely with design and engineering teams—covering rigging, mocap/keyframe workflows, and production-ready integration in Unreal Engine. Across roles in studio and freelancing, I’ve led rigging and simulation work (facial/body rigs, real-time cloth/hair/soft-body), tuned performance and asset setups, and delivered animation for gameplay and cutscenes. I enjoy bridging creative and technical needs to ensure animation behaves consistently in production.

Available to hire

3D animator focused on cinematic and gameplay animation for shipped and in-development titles. I build reliable character/creature animation pipelines by collaborating closely with design and engineering teams—covering rigging, mocap/keyframe workflows, and production-ready integration in Unreal Engine.

Across roles in studio and freelancing, I’ve led rigging and simulation work (facial/body rigs, real-time cloth/hair/soft-body), tuned performance and asset setups, and delivered animation for gameplay and cutscenes. I enjoy bridging creative and technical needs to ensure animation behaves consistently in production.

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Language

Turkish
Fluent
English
Fluent

Work Experience

Senior 3D Animator at Dynasty Studios
September 1, 2024 - June 10, 2024
Lead animation for a wide range of characters and creatures, from agile humanoids to large-scale quadrupeds. Designed custom rigs for production ensuring intuitive controls and consistent deformation. Integrated animation directly into the game engine, collaborating closely with engineers to refine responsiveness and timing. Supported the development of gameplay systems through animation-driven design and prototyping. Helped establish animation best practices and contributed to internal rigging tools.
3D Animator at Diverge, Dubai
September 1, 2023 - February 1, 2024
Built and implemented a streamlined animation pipeline for animating Meta Humans across Blender, Maya, and Unreal. Created real-time groom and cloth simulations, balancing realism with performance. Directed in-engine cinematics work including camera work and lighting setup. Developed custom character behaviors through joint-based simulation and physics-driven deformation, enhancing mocap performance with hand-keyed polish to strengthen emotional readability.
Technical Artist (Freelance) at Polydin Studio
September 1, 2023 - June 10, 2024
Focused on rigging and simulation support in Unreal Engine, assisting with performance tuning and asset setup. Provided technical troubleshooting and workflow solutions for character teams.
3D Animator at Diverge
September 1, 2023 - February 29, 2024
Designed and implemented a streamlined pipeline for animating MetaHumans across Blender, Maya, and Unreal. Created real-time groom and cloth simulations blending realism with performance efficiency. Led the animation and direction of in-engine cinematics including camera work and lighting setups. Contributed custom character behaviors through joint-based simulations and physics-driven deformation.
Game Animation & Rigging Artist at Polydin Studio
October 1, 2021 - September 1, 2023
Created stylized, cinematic animations for both gameplay and cutscenes with emphasis on clarity and character. Developed modular rigging systems for seamless Maya/Blender workflow. Enhanced mocap performance using hand-keyed polish to improve emotional readability. Built physics-driven simulations for cloth, hair, and props, delivering Unreal-ready assets and animation while ensuring compatibility and optimization.
Gameplay Animator & Rigging Artist at Polydin Studio
October 1, 2021 - September 30, 2023
Created stylized and cinematic animation for both gameplay and cutscenes emphasizing clarity and character. Developed modular rigging systems for seamless handoff between Maya and Blender workflows. Enhanced mocap performances with hand-keyed polish to strengthen emotional readability. Built physics-driven simulations for cloth, hair, and props boosting visual fidelity. Delivered Unreal-ready characters and animations ensuring compatibility and optimization. Acted as a bridge between animation, tech art, and engineering to resolve pipeline issues.
Freelance Animator & Rigger at Various Clients
May 1, 2019 - June 10, 2024
Delivered character animation and custom rigs across games and short-form projects. Handled entire pipelines for indie titles from concept blocking to final integration in-engine. Built reusable rigging templates tailored to each project's needs and team size. Maintained long-term relationships with studios by offering both creative vision and technical reliability.

Education

Bachelor of Architecture at Unknown Institution
January 1, 2014 - December 31, 2018
Bachelor of Architecture at Turkiye Bachelor of Architecture
January 1, 2014 - January 1, 2018

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Computers & Electronics, Professional Services
    Unreal Engine Quadruped Animations And Motion matching