I’m a hands-on, technically minded animator, with particular experience in making complex pipelines feel effortless. Over the past six years, I’ve delivered hundreds of bespoke character and creature animations across multiple major titles, built scalable rigging systems from the ground up, and developed custom tools that smooth workflows. I’m a big believer in learning, and always look to give animators the tools they need to do their best work, including myself.

Rich Stubbs

5.0 (1 review)

I’m a hands-on, technically minded animator, with particular experience in making complex pipelines feel effortless. Over the past six years, I’ve delivered hundreds of bespoke character and creature animations across multiple major titles, built scalable rigging systems from the ground up, and developed custom tools that smooth workflows. I’m a big believer in learning, and always look to give animators the tools they need to do their best work, including myself.

Available to hire

I’m a hands-on, technically minded animator, with particular experience in making complex pipelines feel effortless. Over the past six years, I’ve delivered hundreds of bespoke character and creature animations across multiple major titles, built scalable rigging systems from the ground up, and developed custom tools that smooth workflows.

I’m a big believer in learning, and always look to give animators the tools they need to do their best work, including myself.

See more

Language

English
Fluent

Work Experience

Senior Animator at Bithell Games Ltd
October 1, 2022 - June 16, 2024
Created hand-keyed gameplay animations for the player and NPCs focusing on dynamic, responsive combat. Managed all character rigging and animation while developing tools for Blender to accelerate animation and rig creation. Collaborated with character artists and designers to establish an efficient animation pipeline from the game's inception, focusing on animation reuse and retargeting.
Animator at Double Eleven Ltd
September 1, 2019 - October 1, 2022
Created bespoke rigs for a wide range of non-humanoid creatures, designing flexible setups tailored to each character’s anatomy and gameplay role. Produced hand-keyed traversal and combat animations that enhanced gameplay feel and visual identity, while adapting to the demands of a complex proprietary toolchain. Created and integrated new rigging modules into an existing proprietary toolset, enhancing functionality across studios and accelerating the animation process. Tools were adopted by both internal and partner teams to improving rig flexibility and significantly reduce setup time across multiple characters. Independently troubleshot and refined a complex, undocumented animation pipeline through extensive testing, collaboration with external partners, and self-directed research. Created clear, reusable workflow documentation that enabled junior animators to work efficiently, dramatically reduced production bottlenecks, and accelerated onboarding for new team members.

Education

MA Computer Animation & VFX at Teesside University
January 1, 2017 - December 31, 2018
BA Computer Animation & VFX at Teesside University
January 1, 2014 - December 31, 2017

Qualifications

Teesside University | TechProf Award for technical proficiency
January 1, 2015 - December 31, 2015

Industry Experience

Gaming, Media & Entertainment, Software & Internet
    uniE608 Animation Showreel, Summer 2025
    This reel highlights a selection of my recent work as a gameplay animator, featuring both professional and personal projects. This reel showcases a mix of combat, traversal and idle animations. All of my contributions to this reel have been appropriately labelled. animator
    uniE608 Kratos Character Rig
    This Blender project focused on building a custom character rig for Kratos, with an emphasis on correct muscle deformation and dynamic cloth interaction. I was responsible for the full rigging process, incorporating collision controls to simulate pseudo-physics for skirt and belt meshes. Special attention was given to anatomical accuracy, deformation stability, and creating a rig that could support both heavy action animation and subtle character movement. All cloth animation is hand keyed, and aided with the use of pseudo collision constraints within the rig, to avoid counter animating and clipping. animation animator rigging characterrigging blender
    uniE608 Personal Project [Combat Practice]
    A self-directed animation study focused on gameplay combat animations. Animated entirely in Blender, the project highlights transitions between gunplay, sword strikes, and hand-to-hand combat—each designed with snappy timing and gameplay readability in mind. I handled all animation work, with an emphasis on clean poses, impactful hits, and maintaining a strong gameplay feel throughout. animator blender 3danimator gameanimator gameplayanimation
    uniE608 Minecraft Dungeons: Echoing Void DLC Animation Reel
    On the Echoing Void DLC for Minecraft Dungeons, I served as an animator and rigger focusing on enemy attack and NPC animations. Utilizing Maya, I developed character rigs and animated a variety of combat sequences and NPC behaviours, ensuring smooth, responsive gameplay and immersive world-building. This project was a collaborative effort between Double Eleven and Mojang, combining technical rigging precision with creative animation to enrich the Minecraft universe. animator animation gameplayanimation minecraft rigging
    uniE608 Minecraft Dungeons: Hidden Depths DLC Animation Reel
    On the Hidden Depths DLC for Minecraft Dungeons, I worked as an animator and rigger focusing specifically on enemy attack animations and NPC behaviours. Using Maya, I rigged characters and crafted smooth, impactful combat moves and lifelike NPC animations, ensuring they complemented gameplay while enhancing the world’s atmosphere. This project was developed in collaboration with Mojang, maintaining the distinct Minecraft style while pushing animation quality forward. animation animator rigging characterrigging gameplayanimation minecraft
    uniE608 Minecraft Dungeons: Howling Peaks DLC Animation Reel
    For the Howling Peaks DLC of Minecraft Dungeons, I contributed as both animator and rigger, focusing on rigging new characters and bringing creatures and player attack animations to life. Using Maya, I crafted rigs optimized for gameplay and animated a variety of combat actions, including unique player attack sequences and dynamic creature behaviours. This project, developed in partnership with Mojang, balanced fluid gameplay mechanics with immersive animation to enrich the Minecraft experience. animator rigging characterrigging minecraft 3danimation
    uniE608 Minecraft Dungeons: Creeping Winter DLC Animation Reel
    On the Creeping Winter DLC for Minecraft Dungeons, I served as both animator and rigger, responsible for crafting and animating rigs for all new characters and bosses. Using Maya, I developed clean, efficient rigs tailored for gameplay, then animated traversal sequences, combat moves—including melee and ranged attacks—and boss behaviours. This project was a collaboration between Double Eleven and Mojang, focusing on maintaining fluid, responsive gameplay animation within the Minecraft universe. animation animator 3danimation rigger rigging minecraft
    uniE608 Minecraft Dungeon: Jungle Awakens DLC Animation Reel
    As a gameplay animator and rigger on the Jungle Awakens DLC for Minecraft Dungeons, I handled the full rigging pipeline for characters using Maya, ensuring clean, animator-friendly rigs. I brought these characters to life with a wide range of animations including traversal cycles (walks, runs), melee and ranged combat actions, and boss-specific animations. This work was developed in collaboration with Mojang, emphasizing both gameplay fluidity and character personality within the iconic Minecraft aesthetic. animator rigger maya rigging characteranimation animation minecraft
    uniE608 TMNT Leonardo Character Rig Showcase
    As the sole rigger on this Blender-based project, I built a complete character rig from the ground up with a focus on clean structure, animator-friendly controls, and robust deformation. The rig features IK/FK snapping, visibility toggles for streamlined animation workflows, and corrective bones to address common deformation issues. The goal was to create a versatile and reliable rig suitable for both gameplay and cinematic use. animator rigger characterrigging blender