Who Is an Animator? Role, Skills, and Portfolio Tips

pouria / Educational / / 0 Comments

Who is NOT an Animator?

  • A person who only models characters in 3D (that’s a Character Artist) is not an Animator.
  • A person who only creates rigs and skeletons (that’s a Rigger) is not an Animator.
  • A person who only directs artistic vision (that’s an Art Director) is not an Animator.
  • A person who only designs gameplay systems (that’s a Game Designer) is not an Animator.

What does an Animator do?

  • Character animation: walk cycles, combat moves, gestures, emotions.
  • Creature animation: animals, monsters, stylized or realistic motion.
  • Prop & object animation: doors, levers, weapons, environmental objects.
  • Cutscenes & cinematics: staged sequences for narrative beats.
  • Gameplay animation: blend trees, state machines, animation blueprints.
  • Collaboration: work with riggers, character artists, programmers, and designers.

Why it matters

Animation makes the world feel alive. From fluid combat to expressive storytelling, animators give players emotional and tactile connections to the game world.

Common misconceptions

  • “Animators just make things move.” → They act through motion, communicating personality and emotion.
  • “It’s all manual keyframing.” → Motion capture and procedural systems are also key tools.
  • “Animation = cinematics only.” → Gameplay animations (attacks, reloads, UI motion) are crucial.

Core skills & tools

  • 3D software: Maya, Blender, 3ds Max.
  • Motion capture pipelines: cleanup and retargeting.
  • In-engine tools: Unreal Engine (AnimBlueprints), Unity (Mecanim).
  • Principles of animation: squash & stretch, anticipation, timing, arcs, exaggeration.
  • Anatomy & physics knowledge.

Practical frameworks

  • 12 Principles of Animation (Disney classics, applied to games).
  • Pose-to-pose vs. straight-ahead animation.
  • Animation state machines: idle → walk → run → attack → death.
  • Blend spaces: smooth transitions between movements.

Portfolio tips

  • Show demo reels (1–2 minutes max) with best animations upfront.
  • Include both gameplay cycles and cinematics.
  • Demonstrate variety: humans, creatures, props.
  • Add before/after mocap cleanup or show rig interaction.

Quick example

Think Assassin’s Creed parkour: fluid traversal animations blending with player control.
Or The Last of Us Part II: nuanced facial and body animations expressing emotion.

Author: Pouria Mojdeh
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