Dylan Perrett
Animator III at Gameloft Brisbane
With extensive experience in animation and motion capture, I strive to leverage my skillset to bring engaging characters and memorable scenes to life. Dedicated to ongoing growth and learning, I am enthusiastic about working with the best teams to refine my craft further. The potential of impactful animation energises me, and I am enthusiastic about working with others to produce exceptional on-screen results across traditional animation, video games, and emerging media formats.
Experience
Animator III @ Gameloft Brisbane
January 2024 - Present
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Current Position
Animator @ 5 Lives Studios
March 2022 to September 2023
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Worked closely with the Art & Design teams to produce high-quality key-framed animations using Maya, Cascadeur & Unity workflows for several projects.
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Rigged & skinned a variety of characters in Maya using AdvancedSkeleton5 & HIVE AutoRigger suites, that utilized several custom attributes to be used in animation & unity pipelines.
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Exported, implemented & tested animations within different design structures, for use within Unity.
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Frequently collaborated with the audio team to determine the intended purpose of animation/design timings & avoid pipeline bottlenecks.
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Adopted further responsibilities that allowed the animation lead to freely tend to their managerial & directorial duties and animation tasks with a greater sense of freedom.
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Seamlessly adapted to different animation & art styles as the needs of projects & the team changed & evolved.
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Seized the opportunity to collaborate & experiment during studio game jam events.
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Participated in weekly playtests & reported various bugs, regarding both animation-specific issues & the overall gameplay feel.
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Worked closely with the animation & production teams to prepare & define animation styles & systems in conjunction with design & programming specifications.
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Participated in regular animation reviews, discussions & production meetings to ensure that the animation team were aligned with sprint goals and deliverables.
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Ensured tasks were completed at a high standard, as scheduled by production in conjunction with the rest of the team.
Junior Animator @ PlaySide Studios
August 2020 - March 2022
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Worked closely with the Animation, Art, Design, and Engineering teams to produce high-quality key-framed animations using Maya, 2D Spine & Game Engine workflows for various projects.
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Frequently collaborated with team members to prepare & define animation systems in conjunction with design & engineering specifications.
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Exported, implemented & tested animations, within different design structures, for use within numerous game engines. Tested & reported numerous bugs with a wide array of projects.
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Mentored new starters through various onboarding processes. Prepared & off-handed responsibilities on existing/established projects to new animators.
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Participated in regular animation reviews, discussions & production meetings. Planned & estimated timeframes & roadmaps in various tracking packages & ensured they were completed at a high standard, in collaboration with production.
Contract Animator @ Spitfire Interactive
December 2019 - January 2020
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Responsible for creating high-quality, key-framed animations in Maya for multiple characters to be used for gameplay purposes.
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Gained invaluable experience through the rigging and skinning of various characters in Maya, via the use of AdvancedSkeleton5 & Unreal Engine’s ARTv1 toolsets, which utilized several custom attributes.
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Responsible for creating high-quality, key-framed animations in Maya for multiple characters to be used in gameplay purposes, gained invaluable experience through the rigging and skinning of a variety of characters in Maya, via the use of AdvancedSkeleton5 & Unreal Engine’s ARTv1 toolsets, which utilized several custom attributes.
Contract Animator @ The Big Game Company
September 2019 - November 2019
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While contracting at The Big Company Company, I was responsible for creating key-framed animations in Maya for multiple characters to be used in gameplay and menus via collaboration with the art director. I was also required to make alterations to character rigs built with Rapid Rig to achieve desired tasks.
Junior Animator @ Defiant Development
September 2019 - November 2019
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During my time at Defiant, I worked closely with the Art Director, Art Lead, Design and Engineering teams to produce high-quality keyframed animations for gameplay and cinematics using 3ds Max for the pre-production phase of 'A World In My Attic'. I also rigged and skinned non-playable and enemy characters in 3ds Max using both Biped & CAT rigging systems.
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Participated in motion capture shoots, both on and off-site using peers & stunt performers. Cleaned and re-targeted raw motion capture data onto the player character and enemy character rigs using iPi Soft, MotionBuilder & 3ds Max.
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Ensured tasks were completed at a high standard and as scheduled by production and executive management.
Education
BACHELOR OF CREATIVE ARTS - 3D ANIMATION
JMC ACADEMY
February 2015 - January 2017
Underpinned by principles in technology, science and artistic practice, the course provided the means to learn all about new tools and industry trends to ensure students were up to speed on all of the latest developments demanded by industry. At the completion of the course, students had constructed a well-developed portfolio and showreel through the construction of a fully realized short film.
GAME ANIMATION FUNDAMENTALS
ANIMATION MENTOR
May 2017 - June 2017
Animated convincing character cycles with weight and personality. Learnt the key workflow to migrate the animation cycles from Maya to Unreal Engine 4. Created custom character animations used to navigate around an obstacle course using a keyboard/game controller.
BACHELOR OF INTERACTIVE ENTERTAINMENT - GAME DESIGN
SAE INSTITUTE - DNF
February 2012 - December 2012
In this degree, students gain experience in the design and creation of games and interactive digital media. This includes the theoretical and practical skills and knowledge required to work in a technical or creative role. Students develop an understanding of the game design and production process from concept development and idea generation through to the production methodologies that are applied in today's leading game studios.