Game Animation Reel
BRENDAN O'REILLY
"ENVY" Embroidery
"TRANSPARENCY" Screenprint
"GLUTTONY" Embroidery
"HEADLINER" Screenprint
"CLUB" Embroidery
"TRUST" Screenprint
"WRATH" Embroidery
"FORESIGHT" Screenprint
"BACKSTAB" Embroidery
"FOSSILIZED" Screenprint
"GREED" Embroidery
"ORACLE" Screenprint
"OBEDIENT" Embroidery
"FILTERS" Screenprint
"ARTIFICIAL" Embroidery
"IMITATION" Screenprint
"COMPLY" Screenprint
"ENDLESS" Screenprint
"SURVEILLANCE" Screenprint
"ALMOST" Screenprint
"PROPAGANDA" Screenprint
"HIERARCHY" Screenprint
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