Technical Animator · Ubisoft, Pune

Animesh Choudhary

Game Developer

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0+ Years Experience
0 Studios
0 Shipped Titles

Game Developer

With experience across Ubisoft's Anvil Engine, EA's Frostbite Engine, and Unreal Engine 5, I bridge the gap between art and engineering — building systems that feel instinctive, responsive, and production-ready.

Unreal Engine 5 Anvil Engine Frostbite Engine Maya MotionBuilder 3ds Max C++ Python

Specializing in physics-driven gameplay systems, multiplayer networking, procedural animations, and production pipelines.

EA Sports FC 25 Dragon Age: The Veilguard Grand Theft Auto VI

Where I've
Worked

July 2025 — Present

Technical Animator

Ubisoft  ·  Pune

Mar 2024 — Jun 2025

Technical Artist

Technicolor Games  ·  Bangalore

Dec 2022 — Feb 2024

Game Programmer

Sunovatech  ·  New Delhi

What I Do

01

Physics & Gameplay

Physics-driven mechanics using 3D vector math and rotational dynamics in UE5 Blueprints and C++. From spinning tops to VR vehicle systems.

02

VFX & Procedural

Real-time VFX with Niagara, procedural animation with Control Rig, VAT workflows with shader-based blendspaces, and MetaSounds-driven SFX.

03

Animation Systems

State machines, blend trees, and animation blueprints in UE5 and Anvil to deliver frame-accurate, responsive gameplay experiences under all player input conditions.

04

Motion Capture

End-to-end mocap workflow as both performer and technician — hardware setup, data cleanup, retargeting, and engine-ready delivery.

05

Rigging & Pipeline

Modular character rigging in 3ds Max with MotionBuilder integration. Streamlined pipelines that improve iteration speed and reliability across character assets.

06

Tools & Automation

Python and MEL scripting for Maya and MotionBuilder automation.

Unreal Engine 5 Anvil Engine Frostbite Engine C++ C# Python HLSL MEL Maya MotionBuilder 3ds Max Blueprints Control Rig Niagara MetaSounds Perforce Git SVN

Projects

UE5  ·  Physics  ·  Multiplayer  ·  AI

Codename Kaiten

  • PvP multiplayer spinning-top combat game in Unreal Engine 5
  • Physics simulation using 3D vector math and rotational dynamics
  • Adaptive AI with aggressive / defensive behavior strategies
  • Real-time VFX (Niagara) and dynamic SFX (MetaSounds)
  • Local split-screen + online multiplayer via Epic Online Services
VR  ·  Niagara  ·  VAT  ·  Quest 2

Life in Water VR

  • Designed and developed Dolphin Dive gameplay systems
  • Boid-based fish simulation using Niagara for large-scale behavior
  • VAT animation pipelines with shader-based blending
  • Optimized to stable 60 FPS on mobile VR (Quest 2)
VR  ·  Physics  ·  Vehicle  ·  Quest 2

Chandrayaan VR

  • Physics-based vehicle gameplay systems for a standalone VR experience
  • Realistic movement and responsive controls within a VR environment
  • Optimized for standalone VR performance on Quest 2

Let's Work
Together

Open to AAA roles