I hold a Bachelor's degree in Video Game Art from Full Sail University, where I developed a strong foundation in both artistic principles and game-focused production workflows. My primary specialization is first-person animation, with experience creating immersive and responsive animations tailored for gameplay, combat systems, and player interaction. In addition to my first-person expertise, I am also proficient in third-person and full-body animation, including locomotion cycles, character actions, and cinematic sequences. I am comfortable working within modern game engines and pipelines, collaborating with designers, programmers, and other artists to ensure animations integrate smoothly and enhance the overall player experience. I am continually refining my craft and staying current with industry techniques, tools, and standards to deliver high-quality, polished animations for interactive entertainment.

Jeffrey McCullough

I hold a Bachelor's degree in Video Game Art from Full Sail University, where I developed a strong foundation in both artistic principles and game-focused production workflows. My primary specialization is first-person animation, with experience creating immersive and responsive animations tailored for gameplay, combat systems, and player interaction. In addition to my first-person expertise, I am also proficient in third-person and full-body animation, including locomotion cycles, character actions, and cinematic sequences. I am comfortable working within modern game engines and pipelines, collaborating with designers, programmers, and other artists to ensure animations integrate smoothly and enhance the overall player experience. I am continually refining my craft and staying current with industry techniques, tools, and standards to deliver high-quality, polished animations for interactive entertainment.

Available to hire

I hold a Bachelor’s degree in Video Game Art from Full Sail University, where I developed a strong foundation in both artistic principles and game-focused production workflows. My primary specialization is first-person animation, with experience creating immersive and responsive animations tailored for gameplay, combat systems, and player interaction.

In addition to my first-person expertise, I am also proficient in third-person and full-body animation, including locomotion cycles, character actions, and cinematic sequences. I am comfortable working within modern game engines and pipelines, collaborating with designers, programmers, and other artists to ensure animations integrate smoothly and enhance the overall player experience.

I am continually refining my craft and staying current with industry techniques, tools, and standards to deliver high-quality, polished animations for interactive entertainment.

See more

Language

English
Fluent

Work Experience

3D Modeling at OUTBREAK Z.E.R.O
August 1, 2025 - September 1, 2025
Designed, modeled, and delivered four out of five hero weapon assets, including an ammo crate, ensuring all models attained strict low-poly game requirements and visual consistency standards. Maximized UV layouts for five production assets, maintaining clean topology improving overall in-game visual quality. Collaborated daily with designers, animators, and developers to align asset aesthetics and technical specifications with overall creative vision of the project. Completed five critical hero assets ahead of schedule, meeting all artistic and technical benchmarks and directly strengthening the game's visual identity, cohesion, and gameplay immersion. Optimized resource allocation across project priorities, improving asset production workflows and keeping 1024 material sizes and low-poly models.
Character Animation Project at Roblox
February 1, 2025 - March 1, 2025
Developed a fully articulated character animation for Roblox, showcasing a seamless transition from a walk cycle into a run sequence, culminating in a dynamic jump animation. Refined motion curves for natural body mechanics, maintained consistent timing, and ensured clear silhouette and readable staging for audience clarity. Included follow-through and recovery phases to absorb momentum and prepare for the next state. Rendered animation at high resolution with lighting and camera setups to emphasize key poses.

Education

Bachelor of Science in Game Art (B.S.) at Full Sail University
January 11, 2030 - October 1, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet