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Prince of Persia - Sands of time Remake
  • 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

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Everwild

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.

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Unannounced AAA Game

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

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Other Projects
  • 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