I have a deep and diverse background in game development, especially 3D gameplay animation, character and prop rigging, creation of tools in Python and MEL for asset management and export, and integration of animated assets into game engines such as Unreal and Unity. I'm driven to create compelling character expressions that excite players and challenge my own artistic horizons, while maintaining a keen interest and expertise in accomplishing it 100% on time and in budget. Since 2024, I've been animating on contract, and continue to improve my skills with personal projects like real-time cinematics, studying the new animation nodes in UE5, and pursuing additional training through cgCircuit and iAnimate.

John Sheffield

I have a deep and diverse background in game development, especially 3D gameplay animation, character and prop rigging, creation of tools in Python and MEL for asset management and export, and integration of animated assets into game engines such as Unreal and Unity. I'm driven to create compelling character expressions that excite players and challenge my own artistic horizons, while maintaining a keen interest and expertise in accomplishing it 100% on time and in budget. Since 2024, I've been animating on contract, and continue to improve my skills with personal projects like real-time cinematics, studying the new animation nodes in UE5, and pursuing additional training through cgCircuit and iAnimate.

Available to hire

I have a deep and diverse background in game development, especially 3D gameplay animation, character and prop rigging, creation of tools in Python and MEL for asset management and export, and integration of animated assets into game engines such as Unreal and Unity. I’m driven to create compelling character expressions that excite players and challenge my own artistic horizons, while maintaining a keen interest and expertise in accomplishing it 100% on time and in budget. Since 2024, I’ve been animating on contract, and continue to improve my skills with personal projects like real-time cinematics, studying the new animation nodes in UE5, and pursuing additional training through cgCircuit and iAnimate.

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Work Experience

Senior Animator / Tech Artist at Battle Barge @ ProbablyMonsters
January 30, 2024 - August 16, 2025
• Created a diverse range of character animations, from human locomotion and traversal animation sets, to complex creatures such as a swarming quadruped and a non-bipedal six-armed floating boss with melee, ranged, and hybrid variants. • Developed rigs for a wide variety of character assets, either from scratch, or by extending base Advanced Skeleton setups to meet unique animation needs. • Led external rigging efforts by supervising contractors, including overseeing creation of a prominent facial rig. • Authored Maya tools to export, as well as to import and constrain, armor and clothing sets and weapon rigs, with an emphasis on streamlining animator workflows. • Expanded player animation capabilities in Unreal 5 by leveraging skeletal retargeting and animation blueprint nodes, nearly doubling the available motion set. • Co-founded the animation pipeline in collaboration with the lead artist.
Senior Animator at Monster Squad Games
March 31, 2020 - August 17, 2025
• Animated and rigged bipedal player characters, quadrupedal monsters, and a vampire that switched between locomotion styles. • Prototyped dramatic and exciting ways of spawning monsters, e.g. punching through walls, swarming from holes, leaping from looted containers. • Set up several environment pieces as skeletal meshes with physics assets, to enable players to attack and progressively destroy them. • Set up player facial animation sharing, using retargeting and pose assets. • Wrote tools to export animated assets to FBX, singly or in batch, with options to attach Python script for unusual cases to keep the animLayer stack free of export-time tweaks. • Wrote several useful tools for animation, including an arbitrary FK-IK switch, a marking menu-based control selection tool, and a means to store and access a pose library.
Animator at E-line Media
June 30, 2017 - August 17, 2025
• Created robust and exhaustively-researched character rigs for over a dozen species of sea life, from a humpback whale and sea turtle, to sharks and squid. • Created animals for a wide variety of sea creatures, a human diver, and marine vehicles whose motion was based on animals. • Co-developed prototypes for animal interaction as a primary element of gameplay. • Wrote the Python pipeline for animated assets, and was responsible for integrating them into Unity.
Animator at Fun Bits Interactive
August 31, 2016 - August 17, 2025
• Implemented a flexible facial rig to adapt across a varied cast of humanoid characters on “Fat Princess: Adventures.” • Maintained and updated pre-existing character rigs, including retrofitting for easier export into our proprietary engine. • Created gameplay and cinematic animations for players, enemies, and bosses. • Co-developed several game pitches and two complete prototypes, including rigging, animation, and tech art for a tactile virtual-reality sandbox, and a system of viewing football matches in VR via motion tracking of video with game assets. • Developed over-the-top stunt animations as work-for-hire on Vector Unit’s “Riptide GP: Renegade.”
Technical Director at LucasArts
March 31, 2013 - August 17, 2025
• Prototyped a casual timer-based game loop for a Star Wars mobile game using Kismet in UE3. • Designed and implemented campaign-driven background animation, for the unreleased Star Wars game, “First Assault.”
Technical Artist at Titan Studios
December 31, 2010 - August 17, 2025
• Created rigs and animations for the CTF game “Fat Princess.” • Designed and implemented prototype minigames.
Lead Animator at Iron Lore Studios
July 31, 2008 - August 17, 2025
• Created rigs, and gameplay and cinematic animations, for Dawn of War: Soulstorm. • Liased between animation, and engineering and design, as well as handled most tech art and integration issues.
Artist at Flagship Studios
March 31, 2007 - August 17, 2025
• Modeled high- and low-res player armor sets for “Hellgate: London.”
Artist at Epic Games
July 23, 2005 - August 9, 2025
• Modeled, rigged, and animated a variety of first- and third-person weapons for “Unreal Championship 2” and “Unreal Tournament III”. • Rigged and animated facial performances for in-game cinematics, supporting narrative and wide character expression. • Created character models for gameplay and cinematics. • Created prototype facial rigging for “Gears of War.”

Education

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Qualifications

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Industry Experience

Gaming, Software & Internet, Media & Entertainment
    uniE608 2025 Gameplay Animation Reel
    Here is some of my favorite work from the past few years! I did all the animation shown, as well as some rigging and tech art. I'm currently looking for a new gig, whether full-time in Seattle/Bellevue or remote, or on contract. My resume and latest demo reel link are at https://www.twine.net/signin Some of this material is only permitted to be shown in a job-seeking context. Please feel free to share with other animators and development teams who might be looking to hire someone. Thanks!