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Leo Panda
Technical Animator

Transforming expertise into professional impact.

PROFESSIONAL SUMMARY

Technical Animator with 6+ years of experience building real-time character, rigging, and animation systems for console and PC games. Skilled in Maya, Python, Unreal Engine, and runtime troubleshooting, with a strong record of improving animation stability, iteration speed, and cross-team pipeline efficiency. Known for partnering closely with animators, TDs, and engineers to ship scalable character solutions.

SKILLS
Maya Rigging
Unreal Engine
Python
Animation Systems
Skinning & Deformation
MotionBuilder
PROFESSIONAL EXPERIENCE
Titan Forge Interactive
Game DevelopmentAAA Console
Los Angeles, CA
Technical Animator
Unreal EngineCharacter Pipeline
May 2021 - Present
  • Built and maintained modular character rigs, animation blueprints, and deformation setups for 20+ hero and enemy characters across a live action-adventure title.
  • Partnered with gameplay engineers and animators to reduce animation integration issues by 35% through standardized export validation, naming rules, and runtime troubleshooting workflows.
  • Developed Python and Maya tools that cut rig publishing and corrective shape setup time by 30%, improving handoff speed for animation and character teams.
  • Optimized cloth, joint, and skinning behavior for in-engine performance targets, helping the team sustain frame-rate budgets during combat-heavy gameplay sequences.
Blue Harbor Studios
Real-Time AnimationMultiplatform Games
Irvine, CA
Associate Technical Animator
RiggingPipeline Support
Jul 2018 - Apr 2021
  • Supported character setup, retargeting, and animation export pipelines for a third-person multiplayer title, enabling reliable integration of over 1,200 production animation clips.
  • Created reusable rig components and deformation presets in Maya that improved setup consistency across bipeds and creatures, reducing rig revision cycles by 25%.
  • Collaborated with outsourcing partners to review skeleton hierarchies, skin weights, and naming standards, lowering incoming asset rework by 20% over two milestones.
  • Diagnosed runtime issues involving root motion, IK behavior, and state machine transitions, helping animation and engineering teams resolve high-priority bugs before content lock.
SELECTED PROJECTS
Facial Rig Standardization Initiative - Technical Animator
Jan 2024 - Jun 2024
  • Designed a shared facial rig template and blendshape naming system that improved animator adoption across three character classes and reduced setup inconsistencies during content reviews.
  • Implemented validation checks for control limits, shape naming, and export readiness, cutting facial rig QA turnaround time by 28%.
  • Documented best practices and trained five animators and character artists, accelerating onboarding for new cinematic and gameplay facial workflows.
Runtime IK and Retargeting Optimization - Technical Animator
Aug 2023 - Nov 2023
  • Refined runtime IK and retargeting behavior for locomotion and combat animations, improving foot placement stability across varied terrain and character body proportions.
  • Worked with engineering to tune solver settings and animation graph logic, reducing visible pose pops and transition defects by 32%.
  • Delivered test scenes and debugging notes that shortened iteration cycles for animation fixes during a major gameplay polish milestone.
EDUCATION
Savannah College of Art and Design
AnimationCharacter Pipeline
Savannah, GA
Bachelor of Fine Arts in Animation
Sep 2014 - Jun 2018

Focused on character animation, rigging fundamentals, and digital production workflows.

CERTIFICATIONS
Autodesk Certified Professional in Maya - Autodesk
Oct 2023

Professional certification.

Unreal Engine Animation Fellowship Completion - Epic Games
Feb 2024

Professional certification.

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