
Feature‑Wise Breakdown
1. Animation Systems & Architecture
Designed and implemented complex animation state machine graphs and high‑fidelity blend trees supporting locomotion, traversal, combat, and systemic character actions.
Owned the state hierarchy and high‑level architecture for the entire combat animation system, ensuring scalability, clarity, and cross‑team alignment.
2. Combat & Ability Systems
Built a fight‑targeting system integrated with animation logic for responsive combat behaviour.
Implemented a time‑manipulation ability framework (slow‑mo, rewind) using node‑based scripting combined with state machine logic.
Created synced/paired interactions, aerial move systems, and multi‑state combat flows for advanced combat choreography.
3. Navigation & Locomotion
Developed character navigation behaviours, including NPC strafing, directional movement logic, and navigation‑driven animation blending.
Extensively used layering and bone masking for sheath/unsheath actions, blended navigation states, and upper‑body isolation during combat.
4. IK & Procedural Systems
Implemented foot IK for grounded navigation, look‑at systems for targeting, and weapon IK for aiming and combat responsiveness.
5. Gameplay Integration
Used animation events to trigger gameplay hooks such as VFX trails, hitbox activation, footstep tags, and other systemic cues.
6. Pipeline and Tooling
Mobu,3ds max pipeline integration. custom DCC workflow for root motion based animations, custom scripts for animation tagging and compression.
7. Motion Capture Responsibilities
Mocap – Pre‑Shoot
Collaborated with animators to break down all required gameplay and cinematic performances.
Created a detailed capture list covering combat actions, traversal, systemic behaviours, and character‑specific moves.
Mocap – During Shoot
Planned, directed, and instructed motion‑capture performers for Prince, enemy, and boss combat sequences.
Provided precise technical guidance: foot placement, movement speed, spacing, timing, and start/end poses to ensure clean, usable data.
Mocap – Post‑Shoot
Organised and curated the entire mocap dataset.
Built a structured reference directory, categorised performances, and ensured all captured actions were easily accessible for animation, design, and engineering teams.
Ubisoft Studios, India - 2018-2021
Technical Animator/Technical Designer
Prince of Persia Sands of time Remake- A modern reimagining of the 2003 classic, The Sands of Time Remake updates the original’s parkour, combat, and cinematic storytelling with enhanced visuals, refined animation, and improved time‑manipulation mechanics. The narrative follows the Prince as he battles the consequences of unleashing the mystical Sands of Time and works with Farah to stop the Vizier and restore order. The remake aims to preserve the heart of the original while delivering a refreshed experience for new and returning players

Key Technical Contributions:
Animation State Machines & Interactions: Architected animation blueprints and state machines in Unreal Engine to govern the complex, fluid interactions between the Eternals (human characters) and the creatures. Ensured seamless transitions between traversal, ambient rituals, and dynamic creature encounters.
Advanced Creature Locomotion Systems: Developed a Complex locomotion system that works for quadraped/hexa pods with different gaits, stride and movement style. maintained scalable control rigs for a wide variety of non-standard creature anatomies (quadrupeds, avians, and hybrids). Engineered blend spaces and foot setups to ensure no foot sliding, stride preservation, weight-bearing across highly uneven, organic terrain without breaking the stylized silhouette.
Pipeline Optimization & Automation: Built custom Python tools and editor utilities to streamline the dcc-to-engine pipeline. This reduced manual export/import friction for the animation team, allowing them to rapidly iterate on complex cinematic and gameplay sequences.
Editor/Unreal tooling: Created Editor utility tools/scripts to better debug Character animations, Camera, BP's and also helper functions for additional character animation workflow optimizations
Cross-Discipline Problem Solving: Acted as the primary conduit between the Animation, Design, and Engineering teams. Translated gameplay design requirements into actionable technical animation frameworks, ensuring performance targets were met without sacrificing the game's distinct visual identity.
Microsoft Studio Rare, UK - 2021-2024
Senior Technical Animator
Everwild is a highly stylized, nature-driven title built in Unreal Engine. The game's core experience revolves around the "Eternals" and their symbiotic relationship with a diverse ecosystem of complex, fantastical creatures. My role focused on bridging the gap between our animation team's ambitious, painterly aesthetic and the engine's real-time locomotion and state machine requirements.
This project is currently under NDA, which limits what I can publicly disclose about the systems and features involved.
Extensive work in Unreal Engine 5, including advanced Control Rig, procedural animation layers, and physics‑driven dynamic systems.
Designing and maintaining robust state machine architectures, with expertise in retargeting, animation sharing, and scalable runtime behaviours.
Working on Multiple Feature TDD's and Defining System Requirements, Phasing of work and Team dependencies
Building pipeline and workflow automation using Python and Unreal Editor Utility tools to streamline iteration and reduce manual overhead.
Implementing advanced FBIK setups with parameter‑driven pose modification for responsive, high‑fidelity character performance.
Providing mentorship and technical direction for animation architecture, tooling strategy, and long‑term technical decision‑making.
Investigating Experimental and advance tech/anim solutions for further evaluation and documentation
Strong cross‑discipline collaboration with animation, gameplay, engineering, and tech art to deliver cohesive, production‑ready animation solutions.
Lighthouse Games, UK - 2024-Present
Senior Technical Animator
Unannounced AAA Project - Lighthouse Games
Crazy Chemist - Indie Mobile Game for Android
Solo Developed an Arcade style puzzle game with more than 50 levels, Self made Pixel art and Google Play Services.
The Game was made in 1 year start to finish in Unity Engine mainly using C#
The Game was made to be free to play without any ads
Crazy Chemist achieved 15k downloads over the period of 6 months post launch
Crazy Chemist - Indie Project
Available on Playstore

Retro Run - Indie Project
Available on Playstore
Pocket Rocket - Prototype
Animation System prototype in Unity
Pocket Rocket - Arcade style racing game
Worked on a Car controller with arcade style movement and several power ups
This was done in Unity using C#
Animation systems prototype in Unity using mechanim
Implemented Animation state machine, Layering, look at, Slope ik and a locomotion System
a layered system for combat and sheath/unsheath
Animation retarggeting based on mixamo animations
Retro Run - Indie Mobile Game for Android
Solo Developed an Arcade style Obstacle dodging witha procedural random level generator. Self made art assets and integrated Google Play Services.
The Game was made in 1 year start to finish in Unity Engine mainly using C#
The Game was made to be free to play without any ads
Retro Run achieved 10k downloads over the period of 1 year post launch