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Dylan Perrett

Associate Lead Animator at Gameloft Brisbane

With over seven years of professional animation experience, my goal is to shape the craft and direction of animation at a studio level, building pipelines, championing quality, and pushing projects toward the best possible version of themselves. I bring a proven ability to lead cross-disciplinary collaboration, establish best practices, and deliver consistently high-quality work under pressure. I am driven by the belief that strong animation is foundational to player experience, and I am committed to growing into a role that allows me to influence that outcome not just as an animator but as a leader and advocate for the craft.

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Experience

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Associate Lead Animator @ Gameloft Brisbane

April 2026 - Present

  • Current Position

Senior Animator I

Septeber 2025 - April 2026

Animator III

January 2024 - September 2025

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Animator @ 5 Lives Studios

March 2022 to September 2023

  • Worked closely with the Art & Design teams to produce high-quality key-framed animations using Maya, Cascadeur & Unity workflows for several projects.

  • 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.

  • Exported, implemented & tested animations within different design structures, for use within Unity.

  • Frequently collaborated with the audio team to determine the intended purpose of animation/design timings & avoid pipeline bottlenecks.

  • 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.

  • Seamlessly adapted to different animation & art styles as the needs of projects & the team changed & evolved.

  • Seized the opportunity to collaborate & experiment during studio game jam events.

  • Participated in weekly playtests & reported various bugs, regarding both animation-specific issues & the overall gameplay feel.

  • Worked closely with the animation & production teams to prepare & define animation styles & systems in conjunction with design & programming specifications.

  • Participated in regular animation reviews, discussions & production meetings to ensure that the animation team were aligned with sprint goals and deliverables.

  • Ensured tasks were completed at a high standard, as scheduled by production in conjunction with the rest of the team.

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Junior Animator @ PlaySide Studios

August 2020 - March 2022

  • 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.

  • Frequently collaborated with team members to prepare & define animation systems in conjunction with design & engineering specifications.

  • Exported, implemented & tested animations, within different design structures, for use within numerous game engines. Tested & reported numerous bugs with a wide array of projects.

  • Mentored new starters through various onboarding processes. Prepared & off-handed responsibilities on existing/established projects to new animators.

  • 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.

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Contract Animator @ Spitfire Interactive

December 2019 - January 2020

  • Responsible for creating high-quality, key-framed animations in Maya for multiple characters to be used for gameplay purposes.

  • 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.

  • 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. 

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Contract Animator @ The Big Game Company

September 2019 - November 2019

  • 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.

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Junior Animator @ Defiant Development

September 2019 - November 2019

  • 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.

  • 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.

  • Ensured tasks were completed at a high standard and as scheduled by production and executive management.

Projects

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Gameloft Brisbane

Bluey's Happy Snaps

Open-World Photography Game

Associate Lead Animator

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Gameloft Brisbane

Project Under NDA [Cancelled]

TBD

Animator III

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5 Lives Studios

Cozy Caravan

Isometric Cosy Economy

Simulator Video Game

Animator

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5 Lives Studios

Skybucklers [Cancelled]

3rd Person Action Adventure

Multiplayer Video Game

Animator

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PlaySide Studios

The Godfather: City Wars

Idle Management Simulation

Mobile Video Game

Junior Animator

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PlaySide Studios

Dumb Ways To Die

Collection of Mobile Mini-Games

Junior Animator

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PlaySide Studios

Legally Blonde: The Game

Narrative Match-3 Mobile Video Game

Junior Animator

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PlaySide Studios

Project Under NDA [Cancelled]

TBD

Junior Animator

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PlaySide Studios

Battle Simulator: Warfare

Idle Strategy Mobile Video Game

Junior Animator

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PlaySide Studios

Age of Darkness: Final Stand

Real-Time Strategy Video Game

Junior Animator

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PlaySide Studios

Toy Warfare

Idle Strategy Mobile Video Game

Junior Animator

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PlaySide Studios

Idle Area 51

Idle Management Simulation

Mobile Video Game

Junior Animator

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PlaySide Studios

Norris Nuts: World of Pets

Massively Multiplayer Online Video Game

Junior Animator

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Spitfire Interactive

Capes

Turn-Based Tactics Video Game

Contact Animator

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The Big Game Company

Castle Crusade

Real-Time Strategy Mobile Video Game

Contract Animator

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Defiant Development

The World In My Attic [Cancelled]

3rd Person Action Adventure Video Game

Junior Animator

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.

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