Greetings, I have 7+ of experience working in animation including AAA, specializing in 2D/3D character animation, motion capture, and visual storytelling. My expertise in using industry-standard tools such as Maya, Blender, Unreal Engine, Unity, MotionBuilder, has allowed me to create fluid, dynamic, and emotionally engaging animations for a variety of game genres. Whether it’s animating characters, creatures, or complex game environments, I am always motivated by the challenge of elevating the player's experience. Website : _Website not available. Sign in: https://www.twine.net/signup_ Demoreel : _Website not available. Sign in: https://www.twine.net/signup_ _Website not available. Sign in: https://www.twine.net/signup_ Artstation : sidsaha_94.artstation.com Behance : _Website not available. Sign in: https://www.twine.net/signup_ Kind Regards.

Siddhartha Sankar Saha

Greetings, I have 7+ of experience working in animation including AAA, specializing in 2D/3D character animation, motion capture, and visual storytelling. My expertise in using industry-standard tools such as Maya, Blender, Unreal Engine, Unity, MotionBuilder, has allowed me to create fluid, dynamic, and emotionally engaging animations for a variety of game genres. Whether it’s animating characters, creatures, or complex game environments, I am always motivated by the challenge of elevating the player's experience. Website : _Website not available. Sign in: https://www.twine.net/signup_ Demoreel : _Website not available. Sign in: https://www.twine.net/signup_ _Website not available. Sign in: https://www.twine.net/signup_ Artstation : sidsaha_94.artstation.com Behance : _Website not available. Sign in: https://www.twine.net/signup_ Kind Regards.

Available to hire

Greetings,

I have 7+ of experience working in animation including AAA, specializing in 2D/3D character animation, motion capture, and visual storytelling. My expertise in using industry-standard tools such as Maya, Blender, Unreal Engine, Unity, MotionBuilder, has allowed me to create fluid, dynamic, and emotionally engaging animations for a variety of game genres. Whether it’s animating characters, creatures, or complex game environments, I am always motivated by the challenge of elevating the player’s experience.

Website : Website not available. Sign in: https://www.twine.net/signup
Demoreel : Website not available. Sign in: https://www.twine.net/signup
Website not available. Sign in: https://www.twine.net/signup
Artstation : sidsaha_94.artstation.com
Behance : Website not available. Sign in: https://www.twine.net/signup

Kind Regards.

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Language

English
Fluent
German
Intermediate
Hindi
Fluent

Work Experience

Animator at Elysium Game Studio, Berlin, Germany
September 1, 2023 - Present
Created high-fidelity facial animations for cinematic cutscenes across multiple characters, ensuring emotional clarity and performance consistency for the game Neo Berlin 2087. Processed and refined raw motion capture data, retargeting it onto custom character rigs and polishing animations for final in-engine implementation using Unreal Engine 5. Utilized Blueprints and Blend Spaces within Unreal Engine 5 to integrate, prototype, and iterate on gameplay animations in both runtime and cinematic contexts. Developed and animated weapons and props using custom bone structures. Produced and polished third-person and first-person animations under direct guidance from the Game Director, maintaining visual style and gameplay responsiveness.
Animator and Rigger at Twin Drums, Berlin, Germany
May 31, 2023 - July 15, 2025
Established a custom rigging pipeline for character assets, ensuring compatibility and efficient export into the Unity game engine for the game The Wagadu Chronicles. Created and implemented keyframe animations for characters along with secondary animations for weapons and props, enhancing visual fidelity and gameplay responsiveness.
Animator at EA Codemasters, Kuala Lumpur, Malaysia
December 31, 2022 - July 15, 2025
Worked on the Formula 1 franchise contributing to the development of key animation systems used in shipped titles. Processed and refined motion capture data for implementation into the studio’s proprietary game engine including animations for pit stops, podium celebrations, and in-game emotes enhancing player immersion. Acted as a Generalist supporting cross-functional teams contributing to titles such as Dirt Rally and GRID. Tasks included asset creation and optimization as well as vehicle liveries and customization elements ensuring visual fidelity and performance efficiency.
Gaming Animator at Technicolor, Bengaluru, India
February 28, 2019 - July 15, 2025
Worked as a Facial Animator and shipped Red Dead Redemption 2 at Rockstar Games delivering high-fidelity facial animations for primary characters with a strong focus on performance accuracy and emotional nuances. Collaborated closely with the cinematic team on Starlink: Battle for Atlas contributing to hybrid animation workflows combining motion capture with keyframe animation for cinematic sequences. Contributed to multiple VR titles focusing on immersive character and gameplay animations tailored for virtual reality environments.
Animator at Elysium Game Studio, Berlin, Germany
September 1, 2023 - Present
Created high-fidelity facial animations for cinematic cutscenes across multiple characters, ensuring emotional clarity and performance consistency in their game Neo Berlin 2087. Processed and refined raw motion capture data, retargeted it onto custom character rigs, and polished animations for final in-engine implementation using Unreal Engine 5. Utilized Blueprints and Blend Spaces in Unreal Engine 5 to integrate, prototype, and iterate on gameplay animations in both runtime and cinematic contexts. Developed and animated weapons and props using custom bone structures to support complex interactions and transitions. Produced and polished third-person and first-person animations under direct guidance from the Game Director, maintaining visual style and gameplay responsiveness.
Animator and Rigger at Twin Drums, Berlin, Germany
May 31, 2023 - August 11, 2025
Established a custom rigging pipeline for character assets, ensuring compatibility and efficient export into the Unity game engine for their game The Wagadu Chronicles. Created and implemented keyframe animations for characters, along with secondary animations for weapons and props, enhancing visual fidelity and gameplay responsiveness.
Animator at EA Codemasters, Kuala Lumpur, Malaysia
December 31, 2022 - August 11, 2025
Worked as an animator on the Formula 1 franchise, contributing to the development of key animation systems used in shipped titles. Processed and refined motion capture data for implementation into the studio’s proprietary game engine, including animations for pit stops, podium celebrations, and in-game emotes to enhance player immersion. Acted as a generalist supporting cross-functional teams at the Kuala Lumpur studio, contributing to titles such as Dirt Rally and GRID. Tasks included asset creation and optimization, as well as development of vehicle liveries and customization elements ensuring both visual fidelity and performance efficiency.
Gaming Animator (Facial Animator) at Technicolor, Bengaluru, India
February 28, 2019 - August 11, 2025
Worked as a Facial Animator and shipped Red Dead Redemption 2 at Rockstar Games, delivering high-fidelity facial animations for primary characters with strong focus on performance accuracy and emotional nuances. Collaborated closely with the cinematic team on Starlink: Battle for Atlas, contributing to hybrid animation workflows that combined motion capture with keyframe animation for cinematic sequences. Contributed to the development of multiple VR titles, focusing on immersive character and gameplay animations tailored for virtual reality environments.
Animator at Vancouver Institute of Media Arts (VanArts)
May 1, 2025 - September 15, 2025
Created and refined raw motion capture data, retargeted onto custom character rigs, and polished animations for final in-engine implementation using Unreal Engine 5. Developed and implemented keyframe animations for in-game characters and cinematic sequences, while preserving visual style and gameplay responsiveness.
Animator at Technicolor
December 1, 2022 - September 15, 2025
Produced and polished in-game and first-person animations under direct guidance from the Game Director, maintaining visual style and gameplay responsiveness. Collaborated on asset creation and optimization, including vehicle liveries and customization elements to ensure visual fidelity and performance efficiency.
Gaming Animator at EA Codemasters
February 1, 2019 - September 15, 2025
Contributed to asset creation and animation pipelines for racing titles, using Maya, MotionBuilder, and Blender. Worked on in-game character and vehicle animations, collaborating with the Kuala Lumpur studio to deliver high-quality assets for multiple projects.
Animator at Technicolor
December 31, 2022 - September 15, 2025
Developed high-fidelity facial animations and cinematic sequences across multiple characters; built and refined motion pipelines, ensuring emotional clarity and performance consistency.
Gaming Animator
February 28, 2019 - September 15, 2025
Animated gameplay characters and cutscenes; collaborated closely with cinematic team on Starlink: Battle for Atlas, contributing to hybrid animation workflows that combined motion capture with keyframe animation.
Animator at Vancouver Institute of Media Arts
May 1, 2025 - September 18, 2025
Created and refined motion capture data, retargeted into custom character rigs, and polished animations for final in-engine implementation using Unreal Engine 5. Utilized Blueprints and Blend Spaces to prototype and iterate on gameplay animations in both runtime and cinematic contexts.
Gaming Animator at Technicolor, Bengaluru, India
February 1, 2019 - September 18, 2025
Performed character animation, rigging, and texturing using Maya and Blender; contributed to game sequences and cinematic shots; collaborated with cross-functional teams to deliver polished assets and gameplay visuals.
Animator at Codemasters / EA Codemasters, Kuala Lumpur, Malaysia
May 1, 2023 - September 18, 2025
Worked as an animator and generalist supporting cross-functional teams at the Kuala Lumpur studio, contributing to titles such as Dirt Rally and GRID; engaged in asset creation and optimization, vehicle liveries, and in-engine animation pipelines.
Animator at Vancouver Institute of Media Arts
May 1, 2025 - September 18, 2025
Created high-fidelity facial animations for cinematic cutscenes across multiple characters, ensuring emotional clarity and performance consistency for their game Neo Berlin 2087.
Game Animator at Technicolor
February 1, 2019 - September 18, 2025
Gaming animator focusing on asset creation, rigging, and animation pipelines using Maya, Motion Builder and Blender; contributed to game animation workflows in Bengaluru, India.
Animator at Technicolor
December 1, 2022 - September 18, 2025
Acted as a facial animator and contributed to cinematic sequences; collaborated with the team on character animation for multiple titles; focus on performance and emotional nuance.
Animator & Rigger at Wagadu Chronicles / EA Code Masters
May 1, 2023 - September 18, 2025
Worked on asset rigging and animation pipelines, exporting to Unity; contributed to Wagadu Chronicles and related game assets; collaborated with cross-functional teams.

Education

Bachelor of Multimedia and Arts at St.Xavier’s College, Kolkata, India
February 20, 2025 - February 20, 2025
Diploma in 3D Character Animation at Vancouver Institute of Media Arts
January 1, 2016 - December 31, 2017
Bachelor’s Degree in Multimedia and Animation at St. Xavier’s College, Kolkata
January 1, 2012 - December 31, 2016
Diploma in 3D Character Animation at Vancouver Institute of Media Arts
January 1, 2016 - December 31, 2017
Bachelor's Degree in Multimedia and Animation at St. Xavier’s College, Kolkata
January 1, 2012 - December 31, 2016
Bachelor's Degree in Multimedia and Animation at St. Xavier's College, Kolkata
January 1, 2012 - January 1, 2016
Diploma in 3D Character Animation at Vancouver Institute of Media Arts
January 1, 2016 - January 1, 2017
Diploma in 3D Character Animation at Vancouver Institute of Media Arts
January 1, 2016 - December 31, 2017
Bachelor's Degree in Multimedia and Animation at St. Xavier's College, Kolkata
January 1, 2012 - December 31, 2016
Bachelor's Degree in Multimedia and Animation at Xavier's College, Kolkata, India
January 1, 2012 - January 1, 2016
Diploma in 3D Character Animation at Xavier's College, Kolkata, India
January 1, 2016 - January 1, 2017

Qualifications

Diploma in 3D Character Animation
January 1, 2016 - December 31, 2017
Bachelor's Degree in Multimedia and Animation
January 1, 2012 - December 31, 2016

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Education