Mandl C.

Mandl C.

Senior Technical Animator / 6 yrs

Singapore, Singapore

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Technical Animator

Skull and Bones (2024)

Associate Technical Director Animation

Assassin's Creed: Valhalla (2020)

Style / Medium
Style / Medium Clear
Skills
Skills Clear
Software
Software Clear
Projects
Projects Clear
Companies
Companies Clear
Work History
  • Senior Technical Animator

    Tencent Games

    September 2022 - Present
    Singapore, Singapore

    Lightspeed Studios
    - development of gameplay features for several unannounced projects using Unreal Engine 5
    - improve and maintain state machine logic for gameplay behaviours
    - pipeline and tool development for animators in Digital Content Creation software such as Motionbuilder and Maya.

  • Senior Technical Animator

    Tencent Games

    November 2020 - September 2022
    Haidian District, Beijing, China

    NExT Studios
    - Collaborated in tool development across various NExT studios, specifically for digital content creation (DCC) software such as Motionbuilder and Maya. (Python & Qt)
    - Setup animations systems for NPC / AI behaviours.
    - Involved in research and developing a procedural animation pipeline in Unreal Engine.
    - Involved in the development of character locomotion system, with Gameplay and Animation Programmers, using the animation blueprint / state machines in Unreal Engine 4

  • Assistant Technical Director, Animation

    Ubisoft

    April 2020 - November 2020

    Assassins' Creed Valhalla :
    - Gameplay, Animation Systems & Behaviours
    - Owner for realisation/animation-related tech
    - Point-of-Contact between Animation, Design, Gameplay Programming

  • Technical Animator

    Ubisoft

    April 2019 - April 2020

    Assassins' Creed Valhalla :
    - Gameplay, Animation systems & Behaviours
    - Owner for realisation/animation-related tech
    - Point-of-Contact for Animation, Design and Gameplay Programming

  • Gameplay Animator

    Ubisoft

    April 2018 - March 2019

    Skull & Bones :
    - Gameplay, Animation systems to drive behaviours.
    - Point-of-Contact between Design, Animation and Gameplay Programming.
    - Python tools for Automation to improve quality-of-life for animators' workflow.
    - Onboard and integrate new animators into pipeline.

  • Junior Cinematic Animator

    Ubisoft

    January 2017 - March 2018
    Singapore

    Assassins' Creed Origins :
    - cinematics, layout and closing

    Skull & Bones :
    - previsualisation

  • 3D Generalist Intern

    CraveFX

    May 2016 - December 2016
    Singapore

    - Responsible for creating animated explainer videos with motion graphic elements in AfterEffects.
    - Involved in producing a full CG projection video on a large scale for an event, assisted in creating several animated cycles of people walking, running, jogging, kids playing, tourists, etc.
    - Recreated a series of accurate and photorealistic models of spectacles / shades in 3D based on a line of product samples given by the optical company, to be used for an app.
    - Built and textured spaceship models for an in-house R&D project using the Razer HDK 2 and Leapmotion module.
    - Experimented with bridging 3dsMax / Maya and Unity3D.

  • Freelance 3D Artist

    Anomalyst Studio

    November 2015 - December 2015

    - Produced a 3-minute fully animated clip to be projected onto one of the structures for Universal Studio Singapore's Santa All-star Xmas event.
    - Assisted in conceptualizing styles, moodboards, storyboards and look-development.
    - Created 3D assets, fully textured and lighted, animated to the music.
    - Several scenes were also animated in AfterEffects.

    Had to work under tight deadlines, learnt how to manage my time even more effectively.

  • Freelance 3D Artist

    Anomalyst Studio

    September 2015 - October 2015

    - Produced a 2-minute animated short for DuckTour's Gourmet Bus pre-meal entertainment.

  • Character Animator

    Endemol Shine Australia

    October 2012 - August 2013

    - Character Animation for ABC's animated TV Series, Bananas in Pyjamas Season 02.
    - Layout & Animation for up and coming television pilot.

  • Freelance Motion Artist

    :phunk studio

    October 2012 - December 2012

    Created a 1minute 18secs visual.

    Responsibilities included:

    - 3D-integration with Adobe AfterEffects
    - Asset-creation within Adobe AfterEffects & Autodesk Maya
    - Broadcast-quality Animation within Adobe AfterEffects & Autodesk Maya
    - Lighting
    - Creation of an entire Nebula Scene Fly-through in Adobe AfterEffects with Trapcode Particular
    - Creation & Animation of The Big Bang explosion within Adobe AfterEffects with Trapcode Particular
    - Project / Timeline Management

  • Freelance Artist

    Animagine Studios

    August 2012 - September 2012
    Singapore

    Created a 4-minute whiteboard animation infomercial for Land Transport Authority Singapore.

    Responsibilities included:

    - Lighting tests
    - Problem-solving / Research & Development
    - Hand-drawn marker + whiteboard animation
    - Editing
    - Compositing and cleanup

  • Character Animator

    Endemol Shine Australia

    May 2010 - August 2010

    - Responsible for Character Animation roles in TV episodes for Bananas in Pajamas.
    - Left prematurely due to enlistment to the Singapore Armed Forces.

  • Intern

    VHQ Media

    2009 - 2009
    Singapore

    Responsible for:

    - Photorealistic Asset Creation
    - Storyboarding
    - Research & Development

Education
  • Computer Programming

    General Assembly

    2019 - 2019
  • Bachelor’s Degree in Bachelor of Fine Arts in Digital Art & Animation

    Digipen Institue of Technology

    2013 - 2016
  • Digital Animation

    Nanyang Polytechnic

    2007 - 2010
  • GCE "O" Levels

    Peicai Secondary School

    2002 - 2006