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Animation Lead with exactly 13 years of experience in the animation
Career summary:
- Started as a key-frame animator → Animation Lead → transitioned to Principal Artist (Art Director level). Responsible for overall art style definition, original art standards, animation pipeline design, and team management.
- Feature films: Worked on two theatrical animated movies (one as storyboard + key animation for major action sequences, the other as animation checker + partial VFX animation).
- Game genres I’ve shipped:
- SLG/Strategy: Two heavy + hyper-casual strategy titles, focusing on UI animations, Spine character animation, and battle cinematography.
- Action (2D & 3D): Contributed to side-scrolling and 3D action games, specializing in boss performances and juicy combat feel.
- ARPG: Currently leading animation on a semi-open-world anime-style ARPG — handling character movesets, cinematic performances, and real-time cutscenes.
- Casual Match-3 + Otome: Two female-oriented match-3 + dating sim projects, in charge of Live2D rigging & animation, level FX, and skin special effects.
Tech stack I’m comfortable with:
- Hand-drawn frame-by-frame, Spine, Live2D (rigging + animation), skeletal binding, 3D animation (Maya/Blender)
- In recent years I’ve been pushing Unity Shader Graph + Particle System to create stylized effect animations in-house and reduce outsourcing costs
- Very sensitive to rhythm, camera language, and cinematic pacing — love studying titles like Ghost of Tsushima, Elden Ring, Honkai: Star Rail, etc.
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