I'm a passionate animator who blends traditional animation with motion capture to bring characters to life in immersive game worlds. Over the years I've shipped ambient NPCs, player locomotion, and dynamic gameplay animations across multiple titles, leveraging Maya, Unity, and Unreal Engine to craft engaging experiences. I thrive in interdisciplinary teams, mentor junior animators, and own the animation pipeline from capture to in-engine implementation. I'm driven to push the boundaries of animation to deliver memorable, high-quality games that resonate with players worldwide.

JVJ VargasWendell

I'm a passionate animator who blends traditional animation with motion capture to bring characters to life in immersive game worlds. Over the years I've shipped ambient NPCs, player locomotion, and dynamic gameplay animations across multiple titles, leveraging Maya, Unity, and Unreal Engine to craft engaging experiences. I thrive in interdisciplinary teams, mentor junior animators, and own the animation pipeline from capture to in-engine implementation. I'm driven to push the boundaries of animation to deliver memorable, high-quality games that resonate with players worldwide.

Available to hire

I’m a passionate animator who blends traditional animation with motion capture to bring characters to life in immersive game worlds. Over the years I’ve shipped ambient NPCs, player locomotion, and dynamic gameplay animations across multiple titles, leveraging Maya, Unity, and Unreal Engine to craft engaging experiences.

I thrive in interdisciplinary teams, mentor junior animators, and own the animation pipeline from capture to in-engine implementation. I’m driven to push the boundaries of animation to deliver memorable, high-quality games that resonate with players worldwide.

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Work Experience

Lead Animator at Rogue Rooster Corporation
May 1, 2025 - Present
Animated using traditional key poses and motion capture data for bipedal characters; collaborated to create state machines and blend states for the player and NPCs; designed naming conventions, metrics, and documentation for animators; mentored an animator in Unreal and how to edit their animations for gameplay within the current system.
Senior Technical Animator at Monolith Productions
February 1, 2023 - April 30, 2025
Animated using both traditional key poses and motion capture data for bipedal, quadrupedal, and flying creatures. Owned NPC ambient and locomotion animations and behaviors. Coordinated with designers, artists, and engineers on setup, implementation, metrics, and review to achieve optimal engine results. Previsualized and prototyped new NPC and player abilities. Onboarded interns and term animators. Temporarily owned player locomotion to accelerate system readiness. Performed MoCap stunts and acting pieces using Xsens; captured, processed, and cleaned motion capture data.
Senior Animator at Monolith Productions
July 1, 2021 - February 28, 2023
Animated with motion capture data and traditional key poses for bipeds, quadrupeds, and flying creatures. Responsible for ambient animations and NPC/Player locomotion; created and managed NPC and Player behaviors, integrating animations into the engine and implementing behavior logic, off-mesh links, and attacks. Collaborated with designers and engineers to prototype and improve systems; captured, processed, and cleaned motion capture data with Cortex.
Insource Animator at Avalanche Software (WB Games)
February 1, 2019 - July 31, 2020
Led a team of three animators to create ambient world animations; built MoCap pipeline and integrated assets into Unreal Engine 4. Shared knowledge on custom tools used by Avalanche and became the go-to person for implementation. Performed MoCap acting and stunt scenes for cinematic and gameplay teams; all captures used Xsens and remote workflow.
Associate Animator at Monolith Productions
November 1, 2016 - March 31, 2019
Captured, processed, and cleaned motion capture data using Cortex. Created ambient life animations and coordinated with designers and engineers on setup and integration. Organized animations for outsourcers and provided feedback. Worked with designers and engineers to prototype and integrate character behavior animations; demonstrated willingness to learn and contribute beyond animation, including head/body tracking and behavior states.
Associate Animator (Contractor) at Monolith Productions
November 1, 2015 - November 30, 2016
Captured, processed, and cleaned motion capture data using Cortex. Animated using motion capture and traditional key poses; led ambient life system for Middle Earth: Shadow of War.
3D Character Animator at 8th Shore
May 1, 2015 - October 31, 2015
Researched, developed and animated 3D characters in Unity.
Animation Intern at Signal Studios
October 1, 2014 - November 30, 2014
Created 3D biped and quadruped character animations.

Education

Bachelor of Arts in Digital Arts And Animation at DigiPen Institute of Technology at WA
January 11, 2030 - June 4, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet