Motion Capture & Retargeting Artist with 16+ years of production experience across AAA games, VFX film, and animated series. Expertise includes full-body mocap retargeting, non-destructive performance editing, character-prop-terrain contact solving, and facial reconstruction using Autodesk Maya and MotionBuilder. Credited on titles for DNEG, Rockstar Games, WB Games, 2K Sports, and Technicolor. Experienced associate lead mentoring mid/junior animators in pipeline standards and motion quality, delivering broadcast-quality cinematic performance under fast turnaround schedules.

Ayan Das

Motion Capture & Retargeting Artist with 16+ years of production experience across AAA games, VFX film, and animated series. Expertise includes full-body mocap retargeting, non-destructive performance editing, character-prop-terrain contact solving, and facial reconstruction using Autodesk Maya and MotionBuilder. Credited on titles for DNEG, Rockstar Games, WB Games, 2K Sports, and Technicolor. Experienced associate lead mentoring mid/junior animators in pipeline standards and motion quality, delivering broadcast-quality cinematic performance under fast turnaround schedules.

Available to hire

Motion Capture & Retargeting Artist with 16+ years of production experience across AAA games, VFX film, and animated series. Expertise includes full-body mocap retargeting, non-destructive performance editing, character-prop-terrain contact solving, and facial reconstruction using Autodesk Maya and MotionBuilder.

Credited on titles for DNEG, Rockstar Games, WB Games, 2K Sports, and Technicolor. Experienced associate lead mentoring mid/junior animators in pipeline standards and motion quality, delivering broadcast-quality cinematic performance under fast turnaround schedules.

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Work Experience

Senior Artist — Face & Character Animator at Technicolor Games
January 1, 2026 - Present
Retargeted and polished mocap for Gotham Knights (WB Games), delivering fluid combat locomotion and cinematic character performance across 60+ hero shots in MotionBuilder. Animated gameplay and cutscene characters across 4 consecutive WWE 2K annual production cycles, refining athletic mocap for physical realism in ring performances and celebration sequences. Led facial animation on NBA 2K using Maya and Faceware, reconstructing player expressions to match broadcast quality reference and achieving lifelike lip-sync across commentary cutscenes. Collaborated with client animation directors to interpret notes and iterate on motion quality within tight weekly delivery windows.
Senior Artist — MotionBuilder TD at DNEG India Media Services Limited / ZA Studios
March 1, 2025 - January 31, 2026
Worked as a MotionBuilder TD on a large-scale VFX feature film centered on mythological characters. Integrated mocap pipelines in MotionBuilder, performing retargeting, hierarchy cleanup, and non-destructive performance refinement to meet VFX-grade delivery standards. Collaborated with team leads, supervisors, and onsite directors to interpret creative briefs and maintain consistent character performance across sequences. Contributed to shot-level motion quality reviews and provided technical support for MotionBuilder pipeline issues raised by the animation team.
Senior Artist — MotionBuilder TD at DNEG India Media Services Limited
March 1, 2025 - January 31, 2026
Worked as MotionBuilder TD on a large-scale VFX feature film centered on mythological characters with simultaneous global releases. Responsible for mocap pipeline integration in MotionBuilder, including solving character retargeting, hierarchy cleanup, and performance refinement to meet VFX-grade delivery standards. Collaborated with team leads, supervisors, and onsite directors to interpret creative briefs and maintain consistent character performance across sequences. Contributed to shot-level motion quality reviews and provided technical support for MotionBuilder pipeline issues raised by the animation team. Delivered broadcast-quality cinematic performance under fast turnaround schedules.
Senior Animator at ZA Studios
March 1, 2025 - Present
Cleaning and polishing full-body mocap for Rockstar Games cinematics — resolving artefacts, restoring weight, and elevating raw capture data to final-grade character movement in MotionBuilder and Maya. Animating third-person gameplay characters — movement, interactions, and cinematics — retargeting and hand-keying mocap to restore physical plausibility and character-specific weight. Acting as associate lead — reviewing junior work, giving frame-specific notes, and aligning with Rockstar supervisors on performance direction and delivery standards.
Senior Artist — Cinematics Animator (Associate Lead) at Technicolor Games
February 1, 2025 - January 1, 2026
Led full-body mocap retargeting and non-destructive performance edit passes on an unannounced Rockstar Games title, maintaining broadcast-quality standards across hero cinematic sequences in MotionBuilder. Solved character-prop-terrain contacts and refined locomotion hierarchy to meet sequence-specific physical plausibility requirements from client supervisors. Added finger/toe/postural adjustment layers to enhance expressiveness and weight beyond raw capture. Mentored 4+ mid/junior animators on retargeting technique, motion quality benchmarks, and pipeline troubleshooting to accelerate review-pass turnaround.
Senior Artist — Cinematics Animator (Associate Lead) at ZA Studios
November 1, 2024 - February 1, 2025
Led full-body mocap retargeting and non-destructive performance edit passes on an unannounced Rockstar Games title, maintaining broadcast-quality standards across hero cinematic sequences in MotionBuilder. Solved character-prop-terrain contacts and refined locomotion hierarchy to meet sequence-specific physical plausibility requirements. Added finger, toe, and postural adjustment layers to enhance expressiveness and weight beyond raw capture data. Mentored 4+ mid/junior animators in retargeting technique, motion quality benchmarks, and pipeline troubleshooting, accelerating review-pass turnaround.
Senior Artist — Face & Character Animator at Technicolor Games
November 1, 2020 - January 31, 2025
Retargeted and polished motion capture data for Gotham Knights (WB Games), delivering fluid combat locomotion and cinematic character performance across 60+ hero shots in MotionBuilder. Animated gameplay and cutscene characters across four consecutive WWE 2K annual production cycles; refined athletic mocap to enhance physical realism in ring performances and celebration sequences. Led facial animation on NBA 2K using Maya and Faceware—reconstructing player expressions to match broadcast quality reference and achieving lifelike lip-sync across commentary cutscenes. Collaborated directly with client animation directors to interpret notes and iterate on motion quality within tight weekly delivery windows.
Senior Artist — MotionBuilder TD at DNEG India Media Services Limited (ZA Studios)
November 1, 2020 - February 1, 2025
Worked as MotionBuilder TD on a large-scale VFX feature film centered on mythological characters, targeting simultaneous release across global platforms. Responsible for mocap pipeline integration in MotionBuilder: solving character retargeting, hierarchy cleanup, and non-destructive performance refinement to meet VFX-grade delivery standards. Collaborated with team leads, supervisors, and onsite directors to interpret creative briefs and maintain consistent character performance across sequences. Contributed to shot-level motion quality reviews and provided technical support on MotionBuilder pipeline issues raised by the animation team.
Senior Artist — Cinematics at Technicolor Games
November 1, 2020 - February 1, 2025
Led full-body mocap retargeting and non-destructive performance edit passes on an unannounced Rockstar Games title, maintaining broadcast-quality standards across hero cinematic sequences in MotionBuilder. Solved character-prop-terrain contacts and refined locomotion hierarchy for sequence-specific physical plausibility requirements set by client supervisors. Added finger, toe, and postural adjustment layers to enhance expressiveness and weight beyond raw capture data. Mentored 4+ mid/junior animators in retargeting techniques, motion quality benchmarks, and pipeline troubleshooting to accelerate review-pass turnaround.
Senior Artist — Cinematics Animator (Associate Lead) at ZA Studios
November 1, 2020 - February 28, 2025
Led full-body mocap retargeting and non-destructive performance edit passes on an unannounced Rockstar Games title, maintaining broadcast-quality standards across hero cinematic sequences in MotionBuilder. Solved character-prop-terrain contacts and refined locomotion hierarchy to meet sequence-specific physical plausibility requirements set by client supervisors. Added finger, toe, and postural adjustment layers to enhance expressiveness and weight beyond raw capture data. Mentored 4+ mid/junior animators on retargeting technique, motion quality benchmarks, and pipeline troubleshooting, accelerating review-pass turnaround.
Senior Animator at Technicolor Games
November 1, 2020 - February 1, 2025
Hand-keyed combat and movement animation for the shipped title Gotham Knights (WB Games) — building impact, recovery arcs, and weight-shift into every sequence from blocking through final polish in MotionBuilder. Retargeted and refined wrestler mocap for WWE 2K — preserving athlete-specific physicality while pushing stylisation to match the game's exaggerated semi-realistic tone. Led facial animation for NBA 2K in-game cinematics — drove English keyframe lipsync and player likeness expression in Maya and Faceware, matching scan-based rigs to real-athlete reference for believable in-game performance.
Senior Artist — Face & Character Animator (Associate Lead) at Technicolor Creative Studios / DNEG / 88 Pictures (as listed)
February 1, 2020 - February 1, 2020
Retargeted and polished motion capture data for Gotham Knights (WB Games), delivering fluid combat locomotion and cinematic character performance across 60+ hero shots in MotionBuilder. Animated gameplay and cutscene characters across 4 consecutive WWE 2K annual production cycles, refining athletic mocap for physical realism in ring performances and celebrations. Led facial animation for NBA 2K using Maya and Faceware, reconstructing player expressions and achieving lifelike lip-sync across commentary cutscenes. Collaborated with client animation directors to interpret notes and iterate on motion quality within tight weekly delivery windows.
Senior Artist — Face & Character Animator at Technicolor Games
November 1, 2019 - October 31, 2020
Retargeted and polished motion capture for Gotham Knights (WB Games) in MotionBuilder, delivering fluid combat locomotion and cinematic character performance across 60+ hero shots. Animated gameplay and cutscene characters across four consecutive WWE 2K annual production cycles, refining athletic mocap for physical realism in ring performances and celebrations. Led facial animation on NBA 2K using Maya and Faceware, reconstructing player expressions to match broadcast-quality references and achieving lifelike lip-sync for commentary cutscenes. Collaborated with client animation directors to interpret notes and iterate on motion quality within tight weekly delivery windows.
Animator at 88 Pictures
June 1, 2019 - November 1, 2020
Hand-keyed full-performance character animation for the 3D feature Wizard — developing character-specific physical vocabulary, acting beats, and emotional arcs from director brief through final shot delivery.
Artist — Character Animator at 88 Pictures
January 1, 2019 - May 31, 2019
Created expressive full-body keyframe animation for multiple hero sequences on the CG feature film Wizard, driving emotional performance and visual storytelling through body mechanics and facial nuance in Maya.
Senior Animator at DNEG & ReDefine
January 1, 2019 - May 1, 2019
Animated hero characters and quadrupeds for Guru Lado Re — integrating hand-keyed cycles with mocap retargeting, adapting locomotion and mass to each creature's distinct anatomy and gait. Designed camera compositions and character staging for key sequences — shaping shot rhythm and spatial framing to direct audience attention through performance.
Senior Artist — Character Animator at Redefine
October 1, 2018 - December 31, 2018
Animated primary biped and quadruped characters for Guru Lado Re, integrating mocap refinement with keyframe layering for naturalistic performance. Designed and executed camera compositions and shot animations for key narrative sequences to improve pacing and cinematic continuity.
World Senior Artist — VFX Keyframe Animator at Prime Focus World
July 1, 2018 - October 1, 2018
Delivered character, camera, and prop (spacecraft) animation and scene composition for the Telugu VFX feature Antariksham 9000 km ph using Maya within a fast-turnaround VFX pipeline.
Senior Artist — VFX Keyframe Animator at Prime Focus World
July 1, 2018 - October 31, 2018
Delivered character, camera, and prop (spacecraft) animation and scene composition for the Telugu VFX feature Antariksham 9000 km ph using Maya within a fast-turnaround VFX pipeline.
Senior Artist — Character Animator at Double Negative (DNEG)
February 1, 2017 - July 31, 2018
Produced quadruped animation and lip-sync for two OTT 3D productions within DNEG’s proprietary pipeline, meeting episodic delivery cadence using Maya.
Animator at Technicolor Creative Studios
February 1, 2017 - July 1, 2018
Animated principal characters for the DreamWorks feature Boss Baby and Wonder Park — delivering English keyframe lipsync, multi-layer facial performance, and acting choices approved through full director review cycles in Maya. Tracked and managed shot progress across concurrent sequences in ShotGrid — maintaining review notes, version discipline, and handoff continuity across a cross-site animation team.
Artist — Character Animator at Technicolor Creative Studios
February 1, 2015 - January 31, 2017
Animated iconic characters including Boss Baby, crafting precise lip-sync timing and expressive performance animation to studio quality benchmarks. Managed shot workflow and dailies review using ShotGrid, supporting efficient cross-team pipeline across multiple concurrent shows.
Animator at Xentrix Studios
February 1, 2015 - January 1, 2017
Delivered long-form animated series animation for Noddy, Space Racers, and Mia & Me — stylized biped and quadruped cycles, keyframe lipsync, and facial performance, consistently meeting weekly production quotas across multiple concurrent projects.
Artist — Character Animator at Xentrix Studios
October 1, 2009 - January 31, 2015
Animated biped and quadruped characters across three episodic animated series, delivering clean walk/run cycles, contact-consistent locomotion, and expressive facial performances for weekly broadcast deliveries.
Junior Animator at DQ Entertainment
October 1, 2009 - January 1, 2015
Animated characters and handled layout for Jungle Book, Peter Pan, and Chaplin — developing biped and prop hand-keyed animation across 5+ years of high-volume, deadline-driven series production. Built keyframe animation, facial expression passes, and lipsync across multiple concurrent shots — consistently hitting per-shot delivery targets throughout long-run series production cycles.
Junior Artist — Character & Layout Animator at DQ Entertainment
January 1, 2009 - January 1, 2009
Built keyframe character animation, layout passes, facial expression, and lip-sync across five high-volume animated series over a five-year tenure. Developed production discipline under broadcast delivery deadlines.
Junior Artist — Character & Layout Animator at DQ Entertainment
October 1, 2004 - January 31, 2009
Built keyframe character animation, layout passes, facial expression, and lip-sync across five high-volume animated series over a five-year tenure, developing strong production discipline under broadcast delivery deadlines.

Education

Diploma in 3D Animation & Filmmaking at Webel DQ Animation Academy
December 1, 2007 - December 1, 2008
Bachelor of Science at New Alipore College, University of Calcutta
January 1, 2004 - January 1, 2007
Bachelor of Science at New Alipore College, University of Calcutta
January 11, 2030 - July 30, 2026
Diploma in 3D Animation & Filmmaking at Webel DQ Animation Academy
January 1, 2007 - January 1, 2008
Bachelor of Science at New Alipore College, University of Calcutta
January 11, 2030 - July 30, 2026
Diploma at Webel DQ Animation Academy
January 1, 2007 - January 1, 2008
Bachelor of Science at New Alipore College, University of Calcutta
January 11, 2030 - July 30, 2026
Diploma in 3D Animation & Filmmaking at Webel DQ Animation Academy
January 1, 2007 - January 1, 2008
Bachelor of Science (3D Animation & Filmmaking) at New Alipore College, University of Calcutta
January 1, 2000 - January 1, 2004
Diploma in 3D Animation & Filmmaking at Webel DQ Animation Academy
January 1, 2004 - January 1, 2008
Bachelor of Science at New Alipore College, University of Calcutta
January 11, 2030 - July 30, 2026
Diploma in 3D Animation & Filmmaking at Webel DQ Animation Academy
January 1, 2007 - January 1, 2008

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Professional Services