I am a Technical Animator with a passion for rigging, tool development, and pipeline automation using Python and the Qt Framework. With 6 years of experience in Autodesk Maya and 4 years of Python scripting, I specialize in optimizing animation systems, developing artist-friendly tools, and improving real-time performance. I also have 2 years of experience working with Unreal Engine, where I integrate animation blueprints and optimize game assets. Currently, I am focused on creating efficient animation pipelines and contributing to high-quality game development. I enjoy collaborating with teams, iterating on feedback, and staying motivated to solve challenges across rigging, animation, and tool development workflows.

Mikkel Diget Eriksen

I am a Technical Animator with a passion for rigging, tool development, and pipeline automation using Python and the Qt Framework. With 6 years of experience in Autodesk Maya and 4 years of Python scripting, I specialize in optimizing animation systems, developing artist-friendly tools, and improving real-time performance. I also have 2 years of experience working with Unreal Engine, where I integrate animation blueprints and optimize game assets. Currently, I am focused on creating efficient animation pipelines and contributing to high-quality game development. I enjoy collaborating with teams, iterating on feedback, and staying motivated to solve challenges across rigging, animation, and tool development workflows.

Available to hire

I am a Technical Animator with a passion for rigging, tool development, and pipeline automation using Python and the Qt Framework. With 6 years of experience in Autodesk Maya and 4 years of Python scripting, I specialize in optimizing animation systems, developing artist-friendly tools, and improving real-time performance. I also have 2 years of experience working with Unreal Engine, where I integrate animation blueprints and optimize game assets.

Currently, I am focused on creating efficient animation pipelines and contributing to high-quality game development. I enjoy collaborating with teams, iterating on feedback, and staying motivated to solve challenges across rigging, animation, and tool development workflows.

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Work Experience

Technical Animator at CinderCat Games
May 1, 2024 - Present
At CinderCat Games, I optimized Enemy Animation Blueprints to increase FPS by 128% while maintaining animation quality. I also enhanced Enemy Blueprints, resulting in a 178% FPS increase through efficient asset and logic management. I led the development of the Character Art workflow, reducing character implementation time by 3 weeks, and created physics assets for all in-game characters. Additionally, I developed and documented a Sequencer Animation pipeline for cutscenes and synchronized animations between server and clients for multiplayer (Listen Server).
Technical Animator Intern at CinderCat Games
April 30, 2024 - September 4, 2025
During my internship at CinderCat Games, I created game-ready rigs for all characters using custom Maya tools, developed and documented a Skeletal Mesh Animation pipeline, and produced first-person and enemy animations for gameplay. I also integrated Skeletal Mesh and Animation Blueprints in Unreal Engine, contributing to pipeline efficiency and game readiness.
Rigging Intern at Frank Valiant
November 30, 2022 - September 4, 2025
As a Rigging Intern at Frank Valiant, I developed custom Maya tools with Python and Qt to improve artist workflow efficiency. I refined skin weights for characters and clothing to prevent mesh penetration in extreme poses, and optimized 3D assets to reduce render times and improve scene performance within Maya.

Education

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Qualifications

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Industry Experience

Gaming, Software & Internet, Media & Entertainment