Technical Animation Showcase 2026

Showcase of work accomplished on Glassbreakers: Champions of Moss and an unannounced project while at Polyarc.


Kyle Dimalanta

Kyle is a Technical Animator with a focus on character rigging and animation in Maya and game development in Unreal Engine and VR/XR. A lifelong gamer with nearly a decade of experience in the video game industry (half of which in game dev), Kyle brings a real passion to creating memorable experiences.

A data analyst in a previous life, Kyle was inspired to make a career transition to game dev while exploring some creative outlets during the COVID-19 lockdown. He is driven to collaborate with other artist and continue learning new technologies.

Kyle has three senior fur babies - a Border Collie/Black Lab mix named Zoey, a Pomeranian named Maddox, and a Siamese cat named Totoro.

 

RELEVANT EXPERIENCE

    • Partnered with Art and Animation directors on character development guidelines for the start of production.

    • Advocated for and integrated the Mutable plugin for character customization with performance in mind - designed the system to combine multiple customization options into a single skeletal mesh with a scalable Art pipeline.

    • Animation sharing R&D to minimize animation content overhead while allowing for diverse cast performances.

    • Designed Linked Animation Layer systems to dynamically link distinct ABPs to NPC behavior state trees and hero character interactions.

    • Shipped 'Glassbreakers: Champions of Moss' on three platforms (Steam VR, Quest 3, Apple Vision Pro).

    • Refactored and expanded the legacy MEL animation tools / rigging pipeline to Python for increased stability, scalability, and improved Animator workflow.

    • Ownership of a Glassbreakers champ - produced polished animations matching the quality of the Animation team.

    • Promoted deformation best practices to the Art team during character skin concept and low poly model reviews.

    • Prototyped animation gameplay systems and interactions in UE5 for various concept development projects.

    • Rigged and skinned 36 unique mesh variants across twelve champion characters for Glassbreakers.

    • Development and implementation of a runtime solution for non-baked secondary motion on champion skins.

    • Scripted a batch process to automate the baked cloth simulation and FBX export to enable performant cloth motion.

 

Contact Me

kyle.dimalanta@gmail.com