Game Animation Reel

BRENDAN O'REILLY

Brendan O'Reilly

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Professional Experience

Smoke Break! - Game Animator

  • Animations used in the core gameplay loop of a shipped title released on Steam and the Epic Games Store

  • Created weekly gameplay animations for interactive mechanical machines, including idle, active, and failure states with smooth transitions and stylized motion

  • Defined the core animation style and motion language and set standards for other animators on the team

  • Collaborated with designers and programmers to integrate animations using real time gameplay event triggers

  • Oversaw Unity import/export workflow, ensuring rig compatibility, naming conventions, and clean animation files

  • Coordinated closely with other artists to troubleshoot animation import issues, state machine logic, and sync timing with VFX/SFX

U.S. Army - Infantryman

  • Led fireteam level tasks and contributed to mission execution in dynamic and high pressure environments

  • Maintained personal accountability for over $50,000 worth of equipment, ensuring operational status at all times

  • Applied discipline, coordination, and situational awareness, transferable to production pipelines and fast paced team settings

  • Demonstrated leadership, adaptability, and attention to detail under strict logistical and strategic constraints


Education

Certificate in 3D Game Animation

AnimSchool

  • Use of Autodesk Maya for application of the 12 Principles of Animation with strong control over timing, spacing, appeal, and weight for both stylized and realistic performances

  • Advanced keyframe animation for biped, quadruped, and mechanical rigs in gameplay and in-engine contexts

  • Proficient in the use of animation layers, space switching, and constraints to manage complex scenes and ensure clean, pipeline ready files

  • Comfortable working with MEL and Python based tools to streamline workflows and support animation pipeline efficiency

  • Experience animating for real time responsiveness focused on clarity, silhouette, and gameplay readability

  • Familiar with physics based animation tools to support dynamic and reactive movement

  • Retargeted character and creature animations to UE5 skeletons

  • Extremely familiar with Unreal Engine 5 animation systems like blendspaces, animation blueprints, state machines, and notify events to link animation to in-engine VFX

  • Built and implemented animation systems including locomotion, combo chains, jump, and death states

  • Used root motion, additive layers, and sync markers to polish gameplay responsiveness

Bachelor of Fine Arts - Game Art/Animation

California State University, Fullerton - Magna Cum Laude

  • Proficiency with common version control systems (Perforce and Git)

  • Agile team communication and production pipelines

  • Complete blueprint scripting of advanced gameplay logic and animation events

  • Built complete modular systems for player input, movement, health, combat, and enemy AI

  • Created interaction systems for pickups, triggers, UI, and dialogue

  • Developed logic for animation event syncing, state transitions, and gameplay feedback

  • Implemented blueprint interfaces and event dispatchers to manage communication between gameplay systems

  • Implemented save/load systems, level transitions, and game state management