I’m Roland Vallet, a senior animator with 20+ years of experience across AAA games, feature film, and VFX. I specialize in high-quality character, creature, and gameplay animation for both real-time and cinematic pipelines. My work spans pre-production through final delivery, collaborating closely with design, engineering, cinetech, QA, and rendering teams to define targets, test rigs, and refine workflows. With a background as a software engineer, I bring a rare blend of artistic judgment, technical fluency, and production efficiency to senior animation roles. I enjoy solving complex motion and pipeline challenges, mentoring teammates, and helping teams ship polished, responsive animation that enhances storytelling and gameplay.

Roland Vallet

I’m Roland Vallet, a senior animator with 20+ years of experience across AAA games, feature film, and VFX. I specialize in high-quality character, creature, and gameplay animation for both real-time and cinematic pipelines. My work spans pre-production through final delivery, collaborating closely with design, engineering, cinetech, QA, and rendering teams to define targets, test rigs, and refine workflows. With a background as a software engineer, I bring a rare blend of artistic judgment, technical fluency, and production efficiency to senior animation roles. I enjoy solving complex motion and pipeline challenges, mentoring teammates, and helping teams ship polished, responsive animation that enhances storytelling and gameplay.

Available to hire

I’m Roland Vallet, a senior animator with 20+ years of experience across AAA games, feature film, and VFX. I specialize in high-quality character, creature, and gameplay animation for both real-time and cinematic pipelines. My work spans pre-production through final delivery, collaborating closely with design, engineering, cinetech, QA, and rendering teams to define targets, test rigs, and refine workflows.

With a background as a software engineer, I bring a rare blend of artistic judgment, technical fluency, and production efficiency to senior animation roles. I enjoy solving complex motion and pipeline challenges, mentoring teammates, and helping teams ship polished, responsive animation that enhances storytelling and gameplay.

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Work Experience

Senior Cinematic Animator at The Coalition
December 31, 2025 - December 31, 2025
Lead real-time cinematic animation and pipeline integration for Maya/Unreal workflows. Performed pre-production rig testing, test cycles, and moments planning in Unreal, and collaborated with narrative/design teams to optimize visuals. Explored ragdoll dynamics and efficient pipeline integration. In production (2023-2025), created high-quality animation for CG creatures, characters, vehicles, and doubles, ensured facial rigs and cameras met real-time fidelity standards, and worked on seamless cinematics-to-gameplay transitions while optimizing workflows with cinetech, QA, and environments.
Lead Animator at CareActR
December 31, 2022 - December 31, 2022
Led the development of an interactive animation system using a Houdini KineFX/Unreal pipeline. Built an exportable Houdini character rig and efficient animation workflow, collaborating with Houdini TD Steve Dugaro and creative director Daniele Colajacomo to realize the project's vision.
Senior Gameplay Animator at Endnight Games
December 31, 2021 - December 31, 2021
Contributed to the Maya/Unity gameplay animation pipeline, delivering high-quality animation for gameplay sequences and supporting real-time interactive work in a fast-paced production environment.
Senior Character Animator at Weta FX
December 31, 2019 - December 31, 2019
Worked in a large team (up to 200) to produce award-winning character animation for feature films. Engaged in research, issue identification, feedback from dailies, blocking and final animation, and downstream support to ensure production-wide quality and consistency.
Senior Character Animator at Weta FX
December 31, 2021 - December 31, 2021
Remote role in 2021 continuing animation contributions during the studio’s distributed workflow.
Character Animator at Image Movers Digital
December 31, 2010 - December 31, 2010
Animated on Disney’s A Christmas Carol and Mars Needs Moms within a Maya pipeline for feature production.
Character Animator at Rainmaker Animation/Mainframe
December 31, 2008 - December 31, 2008
XSI/Softimage mocap-based pipeline; previz and animation on DVD movies; delivered 20–30 seconds of animation per week.
Character Animator at Vanguard Films & Animation
December 31, 2007 - December 31, 2007
Maya pipeline; animated on Space Chimps.
Character Animator at 3DSite
December 31, 2006 - December 31, 2006
Maya pipeline; worked on two Disney Imagineering projects: Stitch Encounter (Hong Kong) and the Laugh Floor (Disneyworld). Visual Effects Society nomination (2008) for Outstanding Visual Effect in a Special Venue Project.
Software Engineer (R&D) at Siebel Systems
December 31, 2004 - December 31, 2004
C++ and ILOG constraint-based product configurator development; Universal Application Network (Tibco) integration; listed as inventor on two patents.
Software Engineer (Integration) at Schlumberger Smart Cards
December 31, 2000 - December 31, 2000
Integration team; servers for wireless systems based on Smart Card technology; C++ development and on-site client support.
Senior Cinematic Animator at The Coalition
January 1, 2022 - January 1, 2026
Created high-quality character, creature, facial, vehicle, and camera animation for AAA game Gears Of War: E-Day cinematics. Contributed to pre-production and full production, helping define visual targets, test rigs, and validate animation workflows. Collaborated closely with Cinetech, QA, Narrative Design, and Environment teams to integrate motion into Unreal, identify and resolve pipeline inefficiencies, and animate seamless transitions between cinematics and gameplay.
Lead Animator at CareActR
January 1, 2021 - January 1, 2022
Led animation development and partnered with Technical Director to design an interactive character system built on a Houdini-to-Unreal pipeline. Supported creative direction through early research, prototyping, and iteration on animation systems.
Senior Gameplay Animator at Endnight Games
January 1, 2020 - January 1, 2021
Delivered gameplay animation for Sons of the Forest, worked closely with design and engineering to ensure animation clarity and responsiveness. Maintained high output in fast-paced animation environment delivering 5 to 10 seconds of footage a day.
Senior Animator at Weta FX
January 1, 2010 - January 1, 2019
Animated on major feature films including: Tintin, Hobbit Trilogy, Avengers, Iron Man 3, Hunger Games: Catching Fire, Dawn of the Planet of the Apes, Valerian, War for the Planet of the Apes, Pete’s Dragon, Infinity Wars, Alita, … Collaborated with supervisors and leads through full production cycles: research, blocking, polish, and final delivery; and supported downstream departments by ensuring animation consistency, clarity, and technical reliability.
Senior Animator at Weta FX
January 1, 2021 - Present
Returned to Weta FX in 2021 to continue work on high-end VFX and animation pipeline improvements.
Character Animator at Image Movers Digital
January 1, 2008 - January 1, 2010
CG feature films: Disney’s A Christmas Carol and Mars Needs Moms.

Education

Pre-engineering at Lycée Hoche, France
January 1, 1994 - December 31, 1996
Masters in Computer Science at CentraleSupélec, Gif-sur-Yvette, France
January 1, 1996 - December 31, 1999
3D Animation Programme at Vancouver Film School, BC
January 1, 2004 - December 31, 2005
Masters, Computer Science at CentraleSupélec
January 1, 1996 - January 1, 1999
3D Animation Programme at Vancouver Film School
January 1, 2004 - January 1, 2005
Pre-engineering, Mathematics at Lycée Hoche
January 1, 1994 - January 1, 1996

Qualifications

US Patent 20070226707
January 1, 2007 - November 10, 2025
US Patent 20070208768
January 1, 2007 - November 10, 2025
Inventor on Siebel Systems integration patents (UAN hub-spoke model)
January 11, 2030 - February 15, 2026
TensorFlow Developer Certificate
January 1, 2020 - February 15, 2026
Deep Learning Specialization
January 1, 2019 - February 15, 2026
Applied Data Science with Python
January 1, 2018 - February 15, 2026
Introduction to Complex Analysis
January 1, 2017 - February 15, 2026
Stanford Online Machine Learning
January 1, 2017 - February 15, 2026

Industry Experience

Gaming, Media & Entertainment, Software & Internet