Highly accomplished Senior Animator with over 10 years of experience crafting compelling character and creature animation for AAA titles. Expert in Maya, Blender, and Unreal Engine, improving gameplay feel and readability through precise timing, weight, and impactful motion. Consistently delivers high approval-rate animation shots for AAA game projects by leveraging strong collaboration skills with technical artists and designers. Known for improving pipelines and efficiency via naming standards, reusable pose libraries, and rigorous review/checklist processes.

roshan bagul

Highly accomplished Senior Animator with over 10 years of experience crafting compelling character and creature animation for AAA titles. Expert in Maya, Blender, and Unreal Engine, improving gameplay feel and readability through precise timing, weight, and impactful motion. Consistently delivers high approval-rate animation shots for AAA game projects by leveraging strong collaboration skills with technical artists and designers. Known for improving pipelines and efficiency via naming standards, reusable pose libraries, and rigorous review/checklist processes.

Available to hire

Highly accomplished Senior Animator with over 10 years of experience crafting compelling character and creature animation for AAA titles. Expert in Maya, Blender, and Unreal Engine, improving gameplay feel and readability through precise timing, weight, and impactful motion.

Consistently delivers high approval-rate animation shots for AAA game projects by leveraging strong collaboration skills with technical artists and designers. Known for improving pipelines and efficiency via naming standards, reusable pose libraries, and rigorous review/checklist processes.

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Experience Level

Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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Language

English
Fluent
German
Beginner

Work Experience

Senior Animator at Mayhem Studios
June 1, 2024 - Present
Crafted gameplay cycles and hero actions in Maya, assembling and fine-tuning timing in Unreal Sequencer to meet mobile FPS budgets. Achieved 1st-pass approvals of up to 85%. Collaborated with Technical Artists to retarget rigs and refine blend spaces/state machines, reducing iteration time by ~20% through naming standards and reusable pose libraries. Handled shot planning and daily reviews, delivering 10–14 approved shots per week across locomotion, combat, and contextual interactions. Partnered with designers to enhance anticipation and impact timing, improving gameplay feel and hit-reaction readability during playtests.
Lead Animator at Virtuos Games
February 1, 2023 - August 1, 2023
Directed a team of 5–7 animators by establishing style guides, review checklists, and blocking targets, reducing rework by ~25%. Coordinated sprints with producers, aligned deliveries to milestone schedules, and tracked risks and dependencies. Standardized motion naming and file organization, improving asset retrieval time by ~30%. Mentored junior animators in body mechanics, timing, and finishing polish through targeted feedback and example demonstrations.
Senior Artist/Animator Technicianolor at India Pvt. Ltd. (company name unclear)
March 1, 2021 - September 1, 2022
Developed gameplay drifts, boosts, and impacts for Disney Speedstorm, refining feel and readability in-engine while decreasing iteration time by ~30% using pose libraries. Animated in-game cinematics and delivered shots for game trailers (Com2 2022 trailer) with high director approval rates. Collaborated on state machine development with design and engineering teams, maintaining silhouette clarity within memory and rigging budgets. Animated cinematics output from previs to polished final.
Senior Animator/Previs Artist at Base-FX Technology
December 1, 2015 - May 1, 2020
Animated creatures with convincing weight and behavior for Monster Hunter: Legends of the Guild, delivering 60–90s shots through to final output. Engineered previs layouts for The Cloverwield Paradox, designing camera movement and staging while reducing shot turnover time by ~20%. Developed clear blocking for action and comedy beats for Detective Chinatown 2 to facilitate principal photography planning. Produced previs for The Wandering Earth by transforming storyboards into camera movement beats, expediting director reviews by ~15%.
3D Animator at Multiple studios (Reliance MediaWorks, Laksya Digital, Crest Animation, Javvaadi Studios) - details as listed
January 1, 2010 - January 1, 2015
Contributed 3D animation for television episodes including Octonauts Season 2, Heroes of the City, and Woodlies. Executed keyframe augmentations for mocap-driven projects such as WWE SmackDown vs RAW 2k12 and Nanover, ensuring alignment with the director’s performance intent. Worked on TV episodes for character/creature animation and 3D animations for television and commercial deliverables.

Education

Bachelor of Arts at Mumbai University
January 1, 2003 - June 20, 2000
Bachelor of Arts at Mumbai University
March 1, 2003 - March 1, 2006

Qualifications

Creature and cinematic animations
December 20, 2015 - April 1, 2025

Industry Experience

Gaming, Media & Entertainment, Software & Internet
    Vulture Dragon animation
    This is one of my personal projects that showcases my passion for dragon animations. I am inspired by the Banshee dragons from James Cameron's film, Avatar, and I am fully committed to bringing my vision to life with this animation.d to bringing my vision to life with this animation.