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
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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.
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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.
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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