Hi, I’m Youssef El Aakouchi, a senior 3D animator with a strong focus on gameplay, rigging, and cinematic sequences. I’ve led animation teams, built and optimized pipelines, and contributed to both big-budget titles and immersive VR/PC experiences. My work blends mocap with keyframe animation, and I’m comfortable collaborating closely with programmers, designers, and artists to deliver polished, responsive gameplay and memorable cinematic moments. I thrive on bridging gameplay and animation, from designing attack systems and camera cinematics to refining rigs and pipelines for efficient production. I have hands-on experience with motion capture (Xsens), Maya, Unity, and Unreal, and I enjoy turning creative concepts into smooth, expressive in-game characters and creatures.

Youssef El Aakouchi

Hi, I’m Youssef El Aakouchi, a senior 3D animator with a strong focus on gameplay, rigging, and cinematic sequences. I’ve led animation teams, built and optimized pipelines, and contributed to both big-budget titles and immersive VR/PC experiences. My work blends mocap with keyframe animation, and I’m comfortable collaborating closely with programmers, designers, and artists to deliver polished, responsive gameplay and memorable cinematic moments. I thrive on bridging gameplay and animation, from designing attack systems and camera cinematics to refining rigs and pipelines for efficient production. I have hands-on experience with motion capture (Xsens), Maya, Unity, and Unreal, and I enjoy turning creative concepts into smooth, expressive in-game characters and creatures.

Available to hire

Hi, I’m Youssef El Aakouchi, a senior 3D animator with a strong focus on gameplay, rigging, and cinematic sequences. I’ve led animation teams, built and optimized pipelines, and contributed to both big-budget titles and immersive VR/PC experiences. My work blends mocap with keyframe animation, and I’m comfortable collaborating closely with programmers, designers, and artists to deliver polished, responsive gameplay and memorable cinematic moments.

I thrive on bridging gameplay and animation, from designing attack systems and camera cinematics to refining rigs and pipelines for efficient production. I have hands-on experience with motion capture (Xsens), Maya, Unity, and Unreal, and I enjoy turning creative concepts into smooth, expressive in-game characters and creatures.

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Language

English
Advanced
French
Advanced

Work Experience

Senior 3D Animator at BKOM Studio / Pathfinder abomination Vault
January 1, 2024 - December 31, 2025
Supervised gameplay mechanics including attack, melee, motion matching, cinematique, and motion capture using Xsense Suit and keyframe animation. Developed animations for heroes and creatures.
Animator and Rigger at Lycky VR / PockerStart
January 1, 2023 - December 31, 2023
Developed rigging and keyframe animations using Maya, integrated them into Unity, and conducted testing with Oculus VR headset to ensure immersive VR experiences on iOS and Android platforms.
Lead Animator and Character Rigger at Kabam, Longueuil
March 1, 2020 - December 31, 2023
Produced dynamic and lifelike animations for in-game characters, vehicles, and environmental elements using 3D Max and other software. Collaborated with designers, programmers, and artists to enhance gameplay experiences.
Lead Animator and Rigger at Kabam / Shadow of Valdora
January 1, 2023 - December 31, 2023
Led a team of animators overseeing animation production to meet high-quality standards. Developed the character animation pipeline, created animation lists, integrated characters into the game, and configured Mecanim and animation events in Unity for mobile iOS and Android game.
Gameplay, Cinematic Animator at Ubisoft, Montreal
July 1, 2007 - March 31, 2020
Engaged in projects ranging from mobile games to AAA titles like Assassin's Creed and Far Cry 6. Developed gameplay mechanics and cinematic animations using mocap and keyframe animation, integrating animations into game engines for PC, PS4, and Wii platforms.
Senior 3D Animator at BKOM Studio / Pathfinder Abomination Vault
January 1, 2024 - December 31, 2025
Responsible for designing and implementing gameplay mechanics, including attack systems, melee combat, motion matching, camera cinematics using Unreal Anim Sequencer, and capture facial animations. Experienced with Xsens suit motion capture, keyframe animation, and motion capture editing and integration for both heroes and creatures.
Animator at Lycky VR / PockerStart
January 1, 2023 - December 31, 2024
In charge of developing rigging and keyframe animations using Maya, and seamlessly integrating them into Unity. Proficient testing with the Oculus VR headset for immersive experiences.
Lead Animator / Character Rigger at Kabam Inc.
January 1, 2020 - December 31, 2023
Led a team of animators, overseeing the production of high-quality animations for characters, heroes, and creatures. Responsible for creating rigs, developing animation pipelines, and integrating characters into the game. Configured Mecanim and animation events in Unity. Managed project scheduling, led meetings, solved technical issues, and collaborated closely with programmers and game designers to ensure seamless production and gameplay experiences.
Gameplay Animator - TakeDown at Ubisoft / FarCry 6
January 1, 2020 - December 31, 2020
Developed the Takedown gameplay through a combination of mocap and keyframe animation techniques for characters and camera movement. Ensured seamless integration of animations into the game engine, focusing on optimal playback and realistic reactions within the game environment.
Gameplay Animator / Rigger at Ubisoft / Mighty Quest for Epic Loot
January 1, 2015 - December 31, 2015
Supervised gameplay mechanics and rigging for all characters, heroes, creatures, and props, ensuring seamless implementation within the game engine.
Cinematic Animator at Ubisoft / Assassin's Creed Revelation
January 1, 2013 - December 31, 2013
Crafted the cinematic sequences in the game using a combination of mocap and keyframe animation techniques for both camera and characters.
Cinematic Animator at Ubisoft / Shaun White
January 1, 2011 - December 31, 2011
Oversaw the creation of cinematic sequences in the game using keyframe animation.
Gameplay Animator at Ubisoft / AVATAR
January 1, 2010 - December 31, 2010
Designed and implemented gameplay mechanics, including attack systems and melee combat for the main character.
Gameplay and Cinematic Animator at Ubisoft / NARUTO
January 1, 2009 - December 31, 2009
Responsible for gameplay mechanics, including attack systems, melee combat, and cinematic animation.
Cinematic Animator, NPC Behavior at Ubisoft / Assassin's Creed
January 1, 2008 - December 31, 2008
Responsible for in-game cinematics using motion capture techniques to capture performances. Cleaned and edited motion capture data using Motionbuilder, ensuring seamless integration into the game engine for smooth cinematic presentation.
Gameplay Animator at Ubisoft / Prince of Persia - Two Thrones
January 1, 2007 - December 31, 2007
Created gameplay stealth animations including attack systems and melee combat.
Animator at BKOM Studio
January 1, 2024 - December 31, 2025
Responsible for designing and implementing gameplay mechanics, including attack systems, melee combat, motion matching, camera cinematics using Unreal Anim Sequencer, and facial capture. Experienced with Xsens suit motion capture, keyframe animation, and motion capture editing and integration for both heroes and creatures.
Animator at Lycky VR
January 1, 2023 - December 31, 2024
In charge of developing rigging and keyframe animations using Maya, and seamlessly integrating them into Unity. Proficient in testing with the Oculus VR headset for immersive experiences.
Lead Animator / Character Rigger at Kabam Inc.
January 1, 2020 - December 31, 2023
Led a team of animators overseeing production of high-quality animations for characters, heroes, and creatures. Created rigs, developed animation pipelines, and integrated characters into the game. Configured Mecanim and animation events in Unity. Managed project scheduling, led meetings, solved technical issues, and collaborated closely with programmers and game designers to ensure seamless production and gameplay experiences.
Gameplay Animator / TakeDown at Ubisoft / FarCry 6
January 1, 2020 - December 31, 2020
Developed the Takedown gameplay using a combination of motion capture and keyframe character and camera movement animation techniques. Ensured seamless integration of animations into the game engine, focusing on optimal playback and realistic reactions within the game environment.
Gameplay Animator / Rigging at Ubisoft / Mighty Quest for Epic Loot
January 1, 2015 - December 31, 2015
Supervised gameplay mechanics and rigging for all characters, heroes, creatures, and props, ensuring seamless implementation within the game engine.
Cinematic Animator at Ubisoft / Assassin's Creed Revelation
January 1, 2013 - December 31, 2013
Crafted cinematic sequences in the game, employing a combination of motion capture and keyframe animation techniques for both camera and characters.
Cinematic Animator at Ubisoft / Shaun White
January 1, 2011 - December 31, 2011
Oversaw the creation of cinematic sequences in the game using keyframe animation techniques.
Gameplay Animator at Ubisoft / AVATAR
January 1, 2010 - December 31, 2010
Designed and implemented gameplay mechanics, including attack systems and melee combat for the main character.
Gameplay and Cinematic Animator at Ubisoft / NARUTO
January 1, 2009 - December 31, 2009
Responsible for gameplay mechanics including attack systems, melee combat, and cinematic animation.
Cinematic Animator / NPC Behavior at Ubisoft / Assassin's Creed
January 1, 2008 - December 31, 2008
Responsible for in-game cinematics utilizing motion capture techniques to capture performances. Cleaned and edited motion capture data using Motionbuilder and integrated it seamlessly into the game engine for smooth cinematic presentation.
Gameplay Animator at Ubisoft / Prince of Persia - Two Thrones
January 1, 2007 - December 31, 2007
Created gameplay stealth animations including attack systems and melee combat.
3D Senior Animator at BKOM Studio / Pathfinder Abomination Vault
January 1, 2024 - December 31, 2025
Responsible for designing and implementing gameplay mechanics, including attack systems, melee combat, motion matching, camera cinematics using Unreal Anim Sequencer, and facial capture. Experienced with Xsens suit motion capture, keyframe animation, and motion capture editing and integration for both heroes and creatures.
Animator / Rigger at Lycky VR / PockerStart
January 1, 2023 - December 31, 2024
In charge of developing rigging and keyframe animations using Maya, and seamlessly integrating them into Unity. Proficient in testing with the Oculus VR headset for immersive experiences.
Lead Animator / Character Rigger at Kabam Inc.
January 1, 2020 - December 31, 2023
Led a team of animators, overseeing the production of high-quality animations for characters, heroes, and creatures. Created rigs, developed animation pipelines, and integrated characters into the game. Configured Mecanim and animation events in Unity. Managed project scheduling, led meetings, solved technical issues, and collaborated closely with programmers and game designers to ensure seamless production and gameplay experiences.
Gameplay Animator TakeDown at Ubisoft / FarCry 6
January 1, 2020 - December 31, 2020
Developed the Takedown gameplay through a combination of mocap and keyframe character and camera movement animation techniques. Ensured seamless integration of animations into the game engine, focusing on optimal playback and realistic reactions within the game environment.
Gameplay Animator / Rigging at Ubisoft / Mighty Quest for Epic Loot
January 1, 2015 - December 31, 2015
Supervised gameplay mechanics and rigging for all characters, heroes, creatures, and props, ensuring seamless implementation within the game engine.
Cinematic Animator at Ubisoft / Assassin's Creed Revelation
January 1, 2013 - December 31, 2013
Crafted cinematic sequences using a combination of mocap and keyframe animation techniques for both camera and characters.
Cinematic Animator at Ubisoft / Shaun White
January 1, 2011 - December 31, 2011
Oversaw the creation of cinematic sequences using keyframe animation.
Gameplay Animator at Ubisoft / Avatar
January 1, 2010 - December 31, 2010
Designed and implemented gameplay mechanics including attack systems and melee combat for the main character.
Gameplay and Cinematic Animator at Ubisoft / Naruto
January 1, 2009 - December 31, 2009
Responsible for gameplay mechanics including attack systems, melee combat, and cinematic animation.
Cinematic Animator, NPC Behavior at Ubisoft / Assassin's Creed
January 1, 2008 - December 31, 2008
Responsible for in-game cinematics, utilizing motion capture techniques, cleaning and editing mocap data using Motionbuilder for smooth cinematic presentation.
Gameplay Animator at Ubisoft / Prince of Persia: Two Thrones
January 1, 2007 - December 31, 2007
Created gameplay stealth animations including attack systems and melee combat.
3D Senior Animator at BKOM Studio / Pathfinder Abomination Vault
December 31, 2025 - July 17, 2025
Designed and implemented gameplay mechanics including attack systems, melee combat, motion matching, and camera cinematics using Unreal Anim Sequencer. Experienced with Xsens motion capture suit, keyframe animation, and motion capture editing and integration for characters and creatures.
Animator / Rigger at Lycky VR / PockerStart
December 31, 2024 - July 17, 2025
Developed rigging and keyframe animations using Maya, integrated animations into Unity, and tested with Oculus VR headset for immersive experiences.
Lead Animator / Character Rigger at Kabam Inc.
December 31, 2023 - July 17, 2025
Led animator team overseeing creation of high-quality animations for characters, heroes, and creatures. Created rigs, developed animation pipelines, configured Mecanim and animation events in Unity, handled project scheduling and collaborated with programmers and game designers.
Gameplay Animator (TakeDown) at Ubisoft / FarCry 6
December 31, 2020 - July 17, 2025
Developed gameplay takedown animations combining mocap and keyframe techniques, integrated animations into game engine ensuring smooth playback and realistic reactions.
Gameplay Animator / Rigger at Ubisoft / Mighty Quest for Epic Loot
December 31, 2015 - July 17, 2025
Supervised gameplay mechanics and rigging for characters, heroes, creatures, and props, ensuring integration into game engine.
Cinematic Animator at Ubisoft / Assassin's Creed Revelation
December 31, 2013 - July 17, 2025
Crafted cinematic sequences using mocap and keyframe animation techniques for characters and camera.
Cinematic Animator at Ubisoft / Shaun White
December 31, 2011 - July 17, 2025
Created cinematic sequences using keyframe animation for Wii platform.
Gameplay Animator at Ubisoft / AVATAR
December 31, 2010 - July 17, 2025
Designed gameplay mechanics including attack systems and melee combat for main character on Wii.
Gameplay and Cinematic Animator at Ubisoft / NARUTO
December 31, 2009 - July 17, 2025
Responsible for gameplay mechanics including attack systems, melee combat, and cinematic animations.
Cinematic Animator, NPC Behavior at Ubisoft / Assassin's Creed
December 31, 2008 - July 17, 2025
Handled in-game cinematics, using motion capture techniques and cleaned motion capture data with MotionBuilder for smooth integration.
Gameplay Animator at Ubisoft / Prince of Persia - Two Thrones
December 31, 2007 - July 17, 2025
Created gameplay stealth animations including attack systems and melee combat.
PC Developer - Gameplay Mechanics & Animator at BKOM Studio / Pathfinder Abomination Vault
January 1, 2025 - August 6, 2025
Designed and implemented gameplay mechanics such as attack systems, melee combat, motion matching, and camera cinematics using Unreal Anim Sequencer. Utilized facial capture and Xsens suit motion capture along with keyframe animation and motion capture editing for both heroes and creatures.
Animator / Rigger at Lycky VR / PockerStart
January 1, 2024 - August 6, 2025
Responsible for developing rigging and keyframe animations using Maya and integrating them into Unity. Conducted proficiency testing with the Oculus VR headset to ensure immersive experiences.
Lead Animator / Character Rigger at Kabam Inc.
January 1, 2023 - August 6, 2025
Led a team of animators overseeing production of high-quality animations for characters, heroes, and creatures. Created rigs, developed animation pipelines, integrated characters into the game, configured Mecanim and animation events in Unity. Managed project scheduling, led meetings, solved technical issues, and collaborated with programmers and designers.
Gameplay Animator - TakeDown at Ubisoft / FarCry 6
January 1, 2020 - August 6, 2025
Developed Takedown gameplay animations using mocap and keyframe techniques including character and camera movement. Ensured seamless integration and realistic reactions during gameplay.
Gameplay Animator / Rigger at Ubisoft / Mighty Quest for Epic Loot
January 1, 2015 - August 6, 2025
Supervised gameplay mechanics and rigging of characters, heroes, creatures, and props with seamless implementation in the game engine.
Cinematic Animator at Ubisoft / Assassin's Creed Revelation
January 1, 2013 - August 6, 2025
Developed cinematic sequences using mocap and keyframe techniques for characters and camera motions.
Cinematic Animator at Ubisoft / Shaun White
January 1, 2011 - August 6, 2025
Oversaw creation of cinematic sequences using keyframe animation techniques.
Gameplay Animator at Ubisoft / AVATAR
January 1, 2010 - August 6, 2025
Designed and implemented gameplay mechanics including attack systems and melee combat for the main character.
Gameplay and Cinematic Animator at Ubisoft / NARUTO
January 1, 2009 - August 6, 2025
Responsible for gameplay mechanics and cinematic animation including attack systems and melee combat.
Cinematic Animator, NPC Behavior at Ubisoft / Assassin's Creed
January 1, 2008 - August 6, 2025
Created in-game cinematics using motion capture techniques, cleaned and edited mocap data with Motionbuilder, and integrated animations smoothly into the game engine.
Gameplay Animator at Ubisoft / Prince of Persia - Two Thrones
January 1, 2007 - August 6, 2025
Created gameplay stealth animations including attack systems and melee combat.
Senior Animator at BKOM Studio
January 1, 2025 - August 6, 2025
Responsible for designing and implementing gameplay mechanics, including attack systems, melee combat, motion matching, and camera cinematics using Unreal Anim Sequencer. Experienced with Xsens suit motion capture, keyframe animation, and motion capture editing and integration for both heroes and creatures on PC projects including Pathfinder: Abomination Vault (2024-2025).
Animator / Rigger at Lycky VR
January 1, 2024 - August 6, 2025
Developed rigging and keyframe animations using Maya, integrated animations into Unity, and conducted proficient testing with Oculus VR headsets to enhance immersive VR experiences (2023-2024).
Lead Animator / Character Rigger at Kabam Inc.
January 1, 2023 - August 6, 2025
Led a team of animators to produce high-quality animations for characters, heroes, and creatures. Created rigs, developed animation pipelines, integrated characters into games, configured Mecanim and animation events in Unity, managed project schedules, and collaborated with programmers and game designers to deliver smooth gameplay and production from 2020 to 2023.
Gameplay Animator (TakeDown) at Ubisoft / FarCry 6
December 31, 2020 - August 6, 2025
Developed Takedown gameplay through a mix of mocap and keyframe animations for characters and camera movement on PC, ensuring optimal animation integration and realism within the game engine (2020).
Gameplay Animator / Rigger at Ubisoft / Mighty Quest for Epic Loot
December 31, 2015 - August 6, 2025
Supervised gameplay mechanics and rigging for all characters, heroes, creatures, and props, ensuring seamless implementation within the game engine (2015).
Cinematic Animator at Ubisoft / Assassin's Creed Revelation
December 31, 2013 - August 6, 2025
Crafted cinematic sequences using a combination of motion capture and keyframe animation techniques for both camera and characters on PC (2013).
Cinematic Animator at Ubisoft / Shaun White
December 31, 2011 - August 6, 2025
Oversaw the creation of cinematic sequences with keyframe animation on Wii (2011).
Gameplay Animator at Ubisoft / AVATAR
December 31, 2010 - August 6, 2025
Designed and implemented gameplay mechanics including attack systems and melee combat for the main character on Wii (2010).
Gameplay and Cinematic Animator at Ubisoft / NARUTO
December 31, 2009 - August 6, 2025
Responsible for gameplay mechanics such as attack systems and melee combat, as well as cinematic animation on PC (2009).
Cinematic Animator / NPC Behavior at Ubisoft / Assassin's Creed
December 31, 2008 - August 6, 2025
Created in-game cinematics using motion capture techniques and edited mocap data with MotionBuilder for smooth integration on PC and Xbox (2008).
Gameplay Animator at Ubisoft / Prince of Persia - Two Thrones
December 31, 2007 - August 6, 2025
Created gameplay stealth animations including attack systems and melee combat on PC (2007).
3D Senior Animator at BKOM Studio / Pathfinder Abomination Vault
January 1, 2025 - August 23, 2025
Designed and implemented gameplay mechanics such as attack systems and melee combat, along with motion matching and camera cinematics using Unreal Anim Sequencer. Managed facial capture, Xsens suit motion capture, keyframe animation, and integration for heroes and creatures on PC platforms.
Animator / Rigger at Lycky VR / PockerStart
January 1, 2024 - August 23, 2025
Developed rigging and keyframe animations using Maya and integrated them into Unity. Tested animations with Oculus VR headset for immersive user experience on PC.
Lead Animator / Character Rigger at Kabam Inc.
January 1, 2020 - Present
Led a team of animators to produce high-quality animations for characters, heroes, and creatures. Created rigs, developed animation pipelines, integrated characters into games, configured Mecanim and animation events in Unity. Managed project scheduling, led meetings, resolved technical issues, and collaborated with programmers and designers to ensure seamless gameplay.
Gameplay Animator at Ubisoft / Far Cry 6
December 31, 2020 - August 23, 2025
Developed Takedown gameplay using mocap and keyframe animation for characters and camera movements on PC. Ensured smooth integration and realistic in-game reactions.
Gameplay Animator / Rigger at Ubisoft / Mighty Quest for Epic Loot
January 1, 2015 - Present
Supervised gameplay mechanics and rigging for all characters including heroes, creatures, and props, ensuring smooth implementation within the game engine on PC.
Cinematic Animator at Ubisoft / Assassin's Creed Revelation
January 1, 2013 - Present
Created cinematic sequences using mocap and keyframe animation techniques for characters and cameras on PC.
Cinematic Animator at Ubisoft / Shaun White
January 1, 2011 - Present
Oversaw creation of cinematic sequences using keyframe animation on Wii platform.
Gameplay Animator at Ubisoft / AVATAR
January 1, 2010 - Present
Designed and implemented gameplay mechanics including attack systems and melee combat for the main character on Wii.
Gameplay and Cinematic Animator at Ubisoft / NARUTO
January 1, 2009 - Present
Responsible for gameplay mechanics including attack systems, melee combat, and cinematic animation on PC.
Cinematic Animator / NPC Behavior at Ubisoft / Assassin's Creed
January 1, 2008 - Present
Created in-game cinematics using motion capture performances; cleaned and edited mocap data with Motionbuilder to ensure smooth integration on PC and Xbox.
Gameplay Animator at Ubisoft / Prince of Persia - Two Thrones
January 1, 2007 - Present
Created gameplay stealth animations including attack systems and melee combat on PC.
Gameplay Animator / Animation Engineer at BKOM Studio
January 1, 2024 - December 31, 2025
Designed and implemented gameplay mechanics, attack systems, and melee combat; built motion matching and camera cinematics using Unreal Anim Sequencer; captured facial performances; integrated Xsens mocap, keyframe animation, and mocap edits for heroes and creatures.
Rigging & Animation Artist at Lycky VR
January 1, 2023 - December 31, 2024
Developed rigging and keyframe animations in Maya and integrated them into Unity; conducted Oculus VR headset testing for immersive experiences.
Gameplay Animator at Ubisoft - TakeDown
January 1, 2020 - December 31, 2020
In charge of developing gameplay animation through a mix of mocap and keyframe techniques; ensured seamless integration and realistic character and camera reactions within the engine.
Gameplay Animator / Rigging at Ubisoft - Mighty Quest for Epic Loot
January 1, 2015 - December 31, 2015
Supervised gameplay mechanics and character/creature/prop rigging; ensured seamless implementation within the game engine.
Cinematic Animator at Ubisoft - Assassin's Creed Revelation
January 1, 2013 - December 31, 2013
Crafted cinematic sequences using mocap and keyframe animation for camera and characters.
Cinematic Animator at Ubisoft - Shaun White
January 1, 2011 - December 31, 2011
Oversaw cinematic sequences using keyframe animation.
Gameplay Animator at Ubisoft - Avatar
January 1, 2010 - December 31, 2010
Designed and implemented gameplay mechanics, including attack systems and melee combat for the main character.
Gameplay & Cinematic Animator at Ubisoft - Naruto
January 1, 2009 - December 31, 2009
Responsible for gameplay mechanics, including attack systems, melee combat, and cinematic animation.
Cinematic Animator at Ubisoft - Assassin's Creed
January 1, 2008 - December 31, 2008
In-game cinematics, utilizing motion capture to capture performances; cleaned and edited mocap data with MotionBuilder and integrated into the engine.
Gameplay Animator at Ubisoft - Prince of Persia: The Two Thrones
January 1, 2007 - December 31, 2007
Created gameplay stealth animations including attack systems and melee combat.
Gameplay Programmer / Senior Animator at BKOM Studio
January 1, 2024 - December 31, 2025
Responsible for designing and implementing gameplay mechanics, including attack systems, melee combat, motion matching, and camera cinematics using Unreal Anim Sequencer, with facial capture. Experienced with Xsens motion capture, keyframe animation, and motion capture editing/integration for heroes and creatures.
Character Rigger / Animator at Lycky VR
January 1, 2023 - December 31, 2024
Developing rigging and keyframe animations using Maya, and integrating them into Unity. Proficient testing with the Oculus VR headset for immersive experiences.
Gameplay Animator at Ubisoft
January 1, 2020 - December 31, 2020
Far Cry 6 – TakeDown: In charge of developing the Takedown gameplay through a combination of mocap and keyframe animation techniques. Ensured seamless integration of animations into the game engine, focusing on optimal playback and realistic reactions within the game environment.
Gameplay Animator / Rigging at Ubisoft
January 1, 2015 - December 31, 2015
Mighty Quest for Epic Loot: Responsible for supervising gameplay mechanics and rigging for all characters (Heroes/Creatures/Props), ensuring seamless implementation within the game engine.
Gameplay Animator at Ubisoft - Avatar (Wii)
January 1, 2010 - December 31, 2010
Designing and implementing gameplay mechanics, including attack systems and melee combat for the main character.
Gameplay and Cinematic Animator at Ubisoft - Naruto
January 1, 2009 - December 31, 2009
Responsible for gameplay mechanics, including attack systems, melee combat and cinematic animation.
Cinematic Animator, NPC Behavior at Ubisoft - Assassin's Creed
January 1, 2008 - December 31, 2008
In-game cinematics, motion capture cleanup and editing with MotionBuilder, integrating into the game engine for smooth cinematic presentation.

Education

Degree at Fine Art school, Casablanca
January 1, 2000 - December 31, 2004
Bachelor's Degree at University of Fine Art, Casablanca
January 1, 2000 - December 31, 2004
Degree at University of Fine Art, Casablanca
January 1, 2000 - December 31, 2004
Bachelor's at University of Fine Art, Casablanca
January 1, 2000 - December 31, 2004
Bachelor's at University of Fine Art, Casablanca
January 1, 2000 - December 31, 2004
Degree at University of Fine Art, Casablanca
January 1, 2000 - January 1, 2004
Online course of Anatomy Artistic at Ubisoft Campus Learning
January 1, 2005 - January 1, 2006
Online course on character design at schoolisme
January 11, 2030 - August 6, 2025
Degree at University of Fine Art, Casablanca
January 1, 2000 - January 1, 2004
at University of Fine Art, Casablanca
January 1, 2000 - January 1, 2004
Online course of Anatomy Artistic at Ubisoft Campus Learning
January 1, 2005 - January 1, 2006
Online course on character design at schoolisme
January 11, 2030 - August 23, 2025
Bachelor's degree in Fine Arts at University of Fine Art, Casablanca
January 1, 2000 - January 1, 2004
Anatomy Artistic Course at Ubisoft Campus Learning
January 1, 2005 - January 1, 2006
Character Design Course at Online schoolisme
January 11, 2030 - January 19, 2026
Bachelor of Fine Arts at University of Fine Art, Casablanca
January 1, 2000 - December 31, 2004
Online Anatomy Artistic Course at Ubisoft Campus Learning
January 1, 2005 - December 31, 2006
Online course on Character Design at Online school
January 11, 2030 - January 19, 2026

Qualifications

Online Course of Anatomy Artistic with Scott Eaton
January 11, 2030 - June 30, 2025
Online Schoolisme Course on Character Design
January 11, 2030 - June 30, 2025
Ubisoft Campus Learning
January 1, 2005 - December 31, 2006
Ubisoft Campus Learning
January 1, 2005 - December 31, 2006
Online course of Anatomy Artistic with Scott Eaton
January 11, 2030 - June 30, 2025
Online Schoolisme course on character design
January 11, 2030 - June 30, 2025
Ubisoft Campus Learning
January 1, 2005 - December 31, 2006
Online Course of Anatomy Artistic with Scott Eaton
January 11, 2030 - July 17, 2025
Online Schoolism Course on Character Design
January 11, 2030 - July 17, 2025
Ubisoft Campus Learning
January 1, 2005 - December 31, 2006
Online course of Anatomy Artistic with Scott Eaton
January 1, 2005 - January 1, 2006
Online course of Anatomy Artistic with Scott Eaton
January 1, 2005 - December 31, 2006
Online schoolisme course on character design
January 11, 2030 - August 6, 2025
Online course of Anatomy Artistic with Scott Eaton
January 1, 2005 - January 1, 2006
Online course on character design
January 11, 2030 - August 23, 2025
Anatomy Artistic Course
January 1, 2005 - January 1, 2006
Character Design Certification
January 11, 2030 - January 19, 2026
Anatomy Artistic Online Course (Scott Eaton)
January 1, 2005 - December 31, 2006
Online Course on Character Design
January 11, 2030 - January 19, 2026

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Computers & Electronics