I’m Nikolai Moshenin, a senior 3D animator and rigger with 10+ years of game-development experience. I specialize in character animation and acting, rigging (including custom rigs for bipeds, quadrupeds, and creatures), and mocap cleanup/retargeting, working across humanoids, creatures, and 1st/3rd-person gameplay animations. I’ve contributed to AAA-adjacent projects and top mobile titles, including work for Playrix and other studios—often rebuilding or optimizing animation pipelines (e.g., 3ds Max to Maya workflows, Unreal import setups, and animator-friendly rig systems). I’m seeking a stable full-time remote role focused on 3D animation and rigging.

Nikolai Moshenin

I’m Nikolai Moshenin, a senior 3D animator and rigger with 10+ years of game-development experience. I specialize in character animation and acting, rigging (including custom rigs for bipeds, quadrupeds, and creatures), and mocap cleanup/retargeting, working across humanoids, creatures, and 1st/3rd-person gameplay animations. I’ve contributed to AAA-adjacent projects and top mobile titles, including work for Playrix and other studios—often rebuilding or optimizing animation pipelines (e.g., 3ds Max to Maya workflows, Unreal import setups, and animator-friendly rig systems). I’m seeking a stable full-time remote role focused on 3D animation and rigging.

Available to hire

I’m Nikolai Moshenin, a senior 3D animator and rigger with 10+ years of game-development experience. I specialize in character animation and acting, rigging (including custom rigs for bipeds, quadrupeds, and creatures), and mocap cleanup/retargeting, working across humanoids, creatures, and 1st/3rd-person gameplay animations.

I’ve contributed to AAA-adjacent projects and top mobile titles, including work for Playrix and other studios—often rebuilding or optimizing animation pipelines (e.g., 3ds Max to Maya workflows, Unreal import setups, and animator-friendly rig systems). I’m seeking a stable full-time remote role focused on 3D animation and rigging.

See more

Language

English
Intermediate
Russian
Fluent
Serbian
Advanced

Work Experience

Senior 3D Animator & Rigger at Playrix
June 1, 2024 - April 1, 2026
Character animation and rigging for HomeScapes, GardenScapes, and Fishdom. Delivered expressive character acting and polished visuals for top-grossing casual mobile titles. Conducted R&D for new animation approaches and supported pipeline optimization to improve production efficiency.
Senior 3D Animator at Dead Side
June 1, 2024 - April 1, 2026
Developed technical animation sets for a hard-core survival shooter. (Details not fully specified in the resume.)
Freelance Animator (3D Animation, Rigging, Spine 2D) at Freelance
December 1, 2023 - Present
Worked on freelance 3D character animation, rigging, and Spine 2D animations. For Little Big Adventure – Twinsen's Quest, set up a 3D production pipeline from scratch, including character and transport rigging, plus animation for characters, transports, and props.
3D Animator at BadPixel (DeadSide)
August 1, 2023 - December 1, 2023
Created 1st- and 3rd-person weapon reload and combat animations in Maya. Rebuilt the animation pipeline from 3ds Max to Maya by implementing an animator-friendly custom rig that supports FBX import, controller rebaking, editing, and re-export. Integrated and customized animations directly inside Unreal Engine.
Lead 3D Animator at Playgendary
August 1, 2023 - December 31, 2023
Rebuilt animation/rigging pipeline starting from 3ds Max to Maya. Implemented a new reusable character rigger, updated animation edits, and exported animations back to the editing environment. Built animator-friendly rigs allowing import of animations from FBX, re-bake to controllers, edit, create new animations based on them, and export back to FBX. Created weapon reload animations for both 1st and 3rd person views. Imported and customized animations inside Unreal Engine.
Lead 3D Animator at Playgendary (Dream Town)
November 1, 2020 - June 1, 2023
Rebuilt the animation pipeline from 3ds Max to Maya using a custom animator-friendly rig system. Led the animation team with planning, task decomposition, feedback, and pipeline optimization. Performed character rigging and animation for mobile games including Dream Town and MOM, collaborating closely with programmers, game designers, and producers.
Senior Animator / Lead Animator at Playrix
November 1, 2020 - June 30, 2023
Worked on 1st and 3rd person tactical shooter animations (Dead Side). Also contributed to mobile & casual hit projects including HomesScapes, GardenScapes, Design Masters, Crash Heads, Wild West, Dream Town, and Mom—creating character rigs and animations for top-tier mobile titles with millions of active users. Managed the animation department for ~5 years, established quality standards and efficient pipelines. Created technical animation/rigging workflows and collaborated with programmers and other teams.
Lead 3D Animator / 3D Character Animator at Playrix
June 1, 2018 - October 1, 2020
Led the animation team across timelines, workload management, and pipeline optimization, including feedback loops with an outsourcer. Produced realistic pet character rigs for Design Masters; delivered character animation and Unity integration. Implemented animation reuse practices across company projects.
Lead Animator / Senior Rigger
June 1, 2018 - October 1, 2020
Led animation teams and managed production workflows across multiple ongoing projects. Translated producer and game designer vision into clear technical task descriptions for animators. Collaborated with concept artists and modelers to ensure characters are production-ready. Provided technical oversight and animation review/feedback with a focus on quality and schedule/deadline control.
3D Character Animator at Playrix (HomeScapes)
August 1, 2017 - June 1, 2018
Created rigs and animations for meta characters, supporting production requirements for HomeScapes.
3D Animator at Social Quantum
August 1, 2011 - August 1, 2017
Provided 6+ years of 3D character animation work for mobile games.
3D Animator / Lead 3D Animator at Social Quantum
August 1, 2011 - August 1, 2017
Created rigs and animations for meta characters (HomeScapes). Planned and organized animation team work, provided feedback, and defended animation approaches in meetings. Built character rigs and implemented interactions such as drag/drop, teleportation, and object interaction with close collaboration across programming, game design, and narrative teams. Also worked on exploratory/large story-animation efforts in realistic style (unrealized).

Education

at Ивановская Государственная Архитектурно-Строительная Академия (ИГАСА)
September 1, 2000 - June 30, 2006
Master of Architecture at Ivanovo State Academy of Architecture and Civil Engineering
September 1, 2000 - June 1, 2006

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment
    Cinematic trailers for War Robots

    Creating rigs for robots. Rebuilding lowpoly game robot’s rigs to hi resolutions models.


    Deadside

    To rebuild the pipeline from 3dsMax to Maya, I implemented a new character rig to reuse, edit animations and export them back to the editor. All sources for animations, character rig and weapons rigs were in FBX and it was impossible to just make a new rig for maya. The new animators-friendly rig allows you to import animations from fbx, re-bake them to controllers, edit them, make new animations based on them, export them to fbx for use in a project.
    Created weapon reload animations from 1st person and 3rd person at the same time. Imported and customized animations in the Unreal editor.

    https://www.twine.net/signin