I’m a character animation student based in San Francisco, focused on acting-driven performance and feature-quality animation. For me, the best stories where characters struggle, grow, and fight for something meaningful. I focus on acting and performance, capturing not just how a character moves, but what they are thinking and feeling in each moment. Building strong poses, clear staging, and emotional beats that the audience can immediately understand. My goal is to create animation that feels honest and alive, where even small actions carry intention and allow the audience to connect with the character. Alongside animation, I also explore rigging, real-time workflows, and rendering, which helps me approach my work with a broader production perspective. I always dream big when I am planning a shot and try to push myself forward with each shot. I’m currently seeking opportunities in character animation where I can continue refining my craft and contribute to meaningful, story-driven projects. My workflow includes Maya (animation), Blender/Maya for VFX support, and Unity for real-time work. I enjoy polishing the last 10%: timing, arcs, spacing, and subtle facial/eye intention.

Tim Ting Hui Lin

I’m a character animation student based in San Francisco, focused on acting-driven performance and feature-quality animation. For me, the best stories where characters struggle, grow, and fight for something meaningful. I focus on acting and performance, capturing not just how a character moves, but what they are thinking and feeling in each moment. Building strong poses, clear staging, and emotional beats that the audience can immediately understand. My goal is to create animation that feels honest and alive, where even small actions carry intention and allow the audience to connect with the character. Alongside animation, I also explore rigging, real-time workflows, and rendering, which helps me approach my work with a broader production perspective. I always dream big when I am planning a shot and try to push myself forward with each shot. I’m currently seeking opportunities in character animation where I can continue refining my craft and contribute to meaningful, story-driven projects. My workflow includes Maya (animation), Blender/Maya for VFX support, and Unity for real-time work. I enjoy polishing the last 10%: timing, arcs, spacing, and subtle facial/eye intention.

Available to hire

I’m a character animation student based in San Francisco, focused on acting-driven performance and feature-quality animation. For me, the best stories where characters struggle, grow, and fight for something meaningful. I focus on acting and performance, capturing not just how a character moves, but what they are thinking and feeling in each moment.

Building strong poses, clear staging, and emotional beats that the audience can immediately understand. My goal is to create animation that feels honest and alive, where even small actions carry intention and allow the audience to connect with the character.

Alongside animation, I also explore rigging, real-time workflows, and rendering, which helps me approach my work with a broader production perspective. I always dream big when I am planning a shot and try to push myself forward with each shot.

I’m currently seeking opportunities in character animation where I can continue refining my craft and contribute to meaningful, story-driven projects.

My workflow includes Maya (animation), Blender/Maya for VFX support, and Unity for real-time work. I enjoy polishing the last 10%: timing, arcs, spacing, and subtle facial/eye intention.

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Work Experience

Character Animator at KAP Games (contract)
January 1, 2025 - August 1, 2025
Created dynamic character animations for game development using Maya. Developed and rigged characters for fluid, expressive movement. Designed and implemented cohesive animation styles, integrated and optimized in Unity. Produced VFX and short gameplay GIFs in Unity to showcase character actions.
3D Animator at KAP Games
January 1, 2025 - Present
Created dynamic character game animations in Maya. Rigged and animated for fluid, expressive movement, including run cycles, combat sequences, attack loops, and death animations. Integrated optimized assets and produced VFX and short gameplay GIFs in Unity.

Education

Master of Fine Arts in 3D Character Animation at Academy of Art University
January 11, 2030 - March 3, 2026
Bachelor of Arts in Digital Media Design at Ming Chuan University
January 11, 2030 - June 1, 2022
Master of Fine Arts in 3D Character Animation at Academy of Art University
January 11, 2030 - May 1, 2026
Bachelor of Arts in Digital Media Design at Ming Chuan University
January 11, 2030 - June 1, 2022

Qualifications

Add your qualifications or awards here.

Industry Experience

Media & Entertainment, Gaming