Animation Technical Director

Animation systems, rigs, and pipelines that scale to real-time production.

AAA CINEMATICS • MAYA PIPELINES • 90% TIME SAVED

Animation TD specializing in Python automation and UE5 integration. Experienced in delivering high-fidelity AAA trailers and in-game cinematics for major titles.

[Maya] [Unreal] [Python] [Git] [Automation] [Problem-solving]

Quick Profile

Animation TD

Availability Open to full-time
Studios Digic Pictures
Focus Animations, Tools, Pipeline
Location Budapest, Hungary

Open to private walkthroughs and NDA-safe reviews.

About

What I Deliver

  • Animator-friendly tools that empower creativity and reduce technical friction.
  • Automated pipelines that eliminate manual bottlenecks and scale with production needs.
  • Professional cross-department communication that bridges the gap between technical and creative teams.

NDA-Safe Note

Due to NDA, this site focuses on problem-solving, outcomes, and safe visuals.

Case Studies

Automatic Shotpreparation Tool

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Role: Junior Animation TD | Tools: Python, MEL, Maya

Problem

The transition from the Animatic/Layout phase to Production-ready Animation was a massive bottleneck. Animators and TDs were required to execute a highly manual, multi-step workflow using a fragmented collection of in-house scripts to clean up the shot data. This process was tedious and highly prone to human error that could cause significant delays and rework.

Approach

I architected a unified automation pipeline that completely bypassed the manual cleanup phase. By leveraging maya.cmds and PyMEL, and hooking directly into the studio's proprietary API, I built a single-click solution that automatically parsed the animatic scene, sanitized the data, and built the final animation hierarchy. The tool was designed with scalability in mind, allowing for easy updates as the pipeline evolved. I updated the tool from project to project, adding new features and optimizations based on animator feedback and changing production needs.

Impact

The Shot Prep tool was a game-changer for the animation department, reducing the shot preparation time from several hours to just a few minutes per shot. Now it is a standard part of the pipleine.

The Shot Prep tool encompassed several key features:

  • Automated scene versioning/backups (backUpScene), garbage collection of empty groups (removeEmptyGroups), and algorithmic deletion of deprecated assets based on what is visible in the camera (assetVisibility).
  • Automated the reparenting of assets (changeParentGroup) and executed complex renaming logic, specifically handling cast-type assets and props constrained to character rigs (constrainRename).
  • Scripted the automated baking and removal of Time Warp curves (timeWarpBake).
  • Programmed the tool to automatically toggle visibility states for Animatic groups (shotVisibility) and generate a final "shotblast" for immediate Director/Lead review (shotBlasting).
  • Logged per-shot inputs, actions, and results to trace failures quickly and verify correct output.

Impact

The Shot Prep tool not only saved time but also significantly reduced errors and improved the overall efficiency of the animation pipeline. By automating the most tedious and error-prone aspects of shot preparation, it allowed animators to focus more on creative work rather than technical troubleshooting, ultimately leading to higher-quality animations and a smoother production process.

Impact: Reduced shot prep time by ~90%, saving man-days across the department.

Unreal to Maya Animation Bridge

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Role: Junior Animation TD | Tools: Python, Maya API, MEL

Problem

In game cinematics production, the back-and-forth between Maya and Unreal Engine was a major source of friction. We had to manually import Unreal Engine animation exports into Maya, which was a time-consuming process that often led to errors and misalignments. This workflow was especially problematic when working with complex rigs and large scenes, where even small mistakes could cause significant delays.

Approach

I developed an automated import tool that streamlined the process of bringing Unreal Engine animation data into Maya. By utilizing the builtin Maya Python API and automatizing internal legacy MEL tools and internal API calls, I created a system that could read Unreal Engine export files, parse the animation data, and automatically apply it to the corresponding rigs in Maya.

Structure

I had to work closely with cast TDs and Unreal Engine specialists to ensure that the tool could handle the specific requirements of our pipeline and the unique challenges of working with real-time assets. With this collaboration, we standardized the proccess and ensured that the tool could handle a wide range of scenarios, from simple character animations to complex scenes with multiple rigs and assets.

Implemented features included:

  • Shot creation in Maya and database, based on CSV input from Unreal Engine.
  • Manipulating legacy MEL tool's window state and UI elements based on the fbx file's rig type and content.
  • Using internal API calls to create the correct hiearchy and shot structure in Maya.
  • Importing camera animation and applying it to the correct camera rigs in Maya.
  • Automated animation data import to correct assets.
  • Necessary animation modifications (e.g. retiming, charcter-specific adjustments) based on the project's needs.
  • Automatic animation cleaning with Euler filtering.
UE Animation Import Flowchart
UE to Maya import flow (NDA-safe).

Impact

Standardized the UE-to-Maya animation import process, significantly reducing the time and effort required to bring Unreal Engine animation data into Maya. This tool not only saved time but also reduced errors and improved the overall efficiency of the animation pipeline, allowing animators to focus more on creative work rather than technical troubleshooting.

Impact: Reduced import time from hours to minutes; saving man-day time acoross the department.

Automatic Metahuman Animation Import

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Role: Animation TD | Tools: Python, Maya API, FBX

Problem

Needed to develop a pipeline for Metahuman face solve animation import from Unreal Engine to Maya, enabling animators to refine UE-generated facial performances. My job was to help with the Maya side of the pipeline, ensuring that the complex facial rigs and control curves were correctly translated and usable for animators in Maya.

Approach

Extended the UE-to-Maya pipeline to handle Metahuman-specific facial rigs and control curve mappings. Used the Maya API to create a robust import system that could read Unreal Engine exports and apply the facial animation data to the corresponding controls in Maya. Worked closely with the Unreal Engine team to understand the structure of the Metahuman animation data and ensure that the import process preserved the fidelity of the original performance.

Impact

Enabled faster facial animation iteration by automating the import of UE-generated Metahuman facial performances into Maya, allowing animators to focus on refining the performance rather than dealing with technical issues.

Impact: Ready to animate face animations in minutes.

Credited Titles

Cinematics and trailers I worked on.

Warhammer 40,000: Space Marine 2

Credit: Digic Pictures | Role: Junior Animation TD

Secret Level - Honor of Kings: The Way of All Things

Credit: Digic Pictures | Role: Junior Animation TD

RoadCraft - Sandbox Memories Trailer

Credit: Digic Pictures | Role: Junior Animation TD

Assassin's Creed Shadows: Official World Prem. Trailer

Credit: Digic Pictures | Role: Junior Animation TD

Skills

Technical expertise and collaboration focus.

Core

  • Python
  • Maya
  • PySide
  • Unreal Engine 5
  • C++

Tools

  • Perforce
  • Git

Professional

  • Cross-Department Communication
  • Agile/Scrum
  • Leadership
  • Problem-solving
  • Troubleshooting
  • Requirements Gathering

Creative & Media

  • Premiere Pro
  • Photoshop
  • Lightroom
  • DaVinci Resolve

Experience

Nov 2025 - Present

Animation TD - Digic Pictures, Budapest

  • Led technical support for high-profile UE5 cinematics, bridging animator requests to engine solutions.
  • Enhanced Unreal-To-Maya pipeline with Python, reducing import errors and iteration time.
  • Built animator-first tool suite eliminating repetitive manual workflows.
  • Cross-team lead resolving Animation/Engine dependency conflicts.
Jan 2023 - Nov 2025

Junior Animation TD - Digic Pictures, Budapest

  • Built Shot Prep automation, reducing manual setup time by ~90%.
  • Co-developed UE5-To-Maya animation pipeline for Metahuman and body rigs.
  • Provided daily production support, resolving animation errors and scene issues.
  • Refactored legacy Python tools, improving stability and startup performance.
Sep 2020 – Jun 2022

Software Engineering Intern - Digital Development Center, Győr

Built real-world terrain pipeline using LIDAR and OpenStreetMap data for UE4 and CARLA simulators.

Hobbies

Creative & Technical

  • Video Editing: Post-production storytelling and motion design.
  • Droning: Aerial photography and cinematic perspective.
  • Fermentation: Experimenting with brewing and food chemistry.

Interactive & Hands-On

  • Gaming: Open-world RPGs and FPSs—understanding game design and immersion.
  • Hospitality: Co-owner & Bartender at a family pub—people skills and business perspective.

Contact

Need a hand? I can script it for you.

Email: kisgergo99@gmail.com | LinkedIn: gergoistvkis | Location: Budapest, Hungary