Anonymous
Details
Skills
Mentor experience, friendly and approachable. Understands students learn in different ways.
About
My name is Jacob Webster, I'm experienced in creating high-quality human, creature, and camera animations from scratch and have full pipeline experience with motion capture. My strong background in Unreal Engine 5 (UE5) and Maya makes me confident that I can contribute significantly to your team. Most recently, I worked on the Until Dawn Remake at Ballistic Moon, where I honed my skills in animation using both motion capture and keyframe in Maya and UE5. I was responsible for animating human and creature assets for in-game and cinematic sequences, ensuring high-quality, polished animation that met both artistic and technical standards. I also assisted with optimization and validation, testing animations, problem-solving, and bug fixing. Before that, at Team17, I contributed to several projects, including Gord, Killer Frequency, Headbangers, and Overcooked! All You Can Eat. My responsibilities included storyboarding and pre-vis work, motion capture, keyframe animation, and camera animation. I worked closely with teams across multiple departments to ensure that the animation pipelines were streamlined and that the final product met project specifications. I started my career as a Junior Animator at Pixel Toys, where I developed motion capture, camera, and facial animation skills. After six months, I supervised motion capture shoots at Imaginarium in London, collaborating closely with the lead Game Designer to ensure our captures translated effectively into the game. I also have experience working as a freelancer on Eden: New Dawn, where I created keyframe animations for player characters, including locomotion, attacking, and interaction animations. In addition to animating, I also skinned and rigged over 20 armour sets, demonstrating my ability to take ownership of animation responsibilities and oversee multiple tasks simultaneously. I bring a strong understanding of game animation processes, from creating animations in Maya to implementation in Unreal Engine, and a deep knowledge of animation principles. My proven ability to collaborate with rigging, tech art, and code departments has helped me solve complex challenges while ensuring the effective use of pipelines and tools.