Adam Oresten

Lead Technical Animator

Career Summary

I am a Technical Animator with a strong foundation in tool development, rigging systems, and animation pipelines for AAA games.

Starting from early technical experimentation in game modding in my youth, I pursued formal training at Media Design School before joining Bohemia Interactive, where I helped build animation workflows and tools for DayZ’s 1.0 release.

At Rocksteady Studios, I expanded into cross-DCC pipeline development, gameplay asset rigging, and MotionBuilder tool creation, leading to my promotion to Lead. I now drive both technical innovation and cross-discipline collaboration to deliver scalable animation workflows for AAA production.

Work Experience

Rocksteady Studios

Lead Technical Animator

02/2024 -

Suicide Squad: Kill The Justice League

  • Maintained and expanded Motionbuilder scene management tools, including asset versioning and scene metadata packaging
  • Built a universal retargeting tool for Motionbuilder, supporting animation transfer across custom and HIK rigs
  • Developed a non-destructive Motionbuilder animation export pipeline for complex scene workflows
  • Implemented per-asset skeleton serialization and deserialization to speed up skinning and rigging processes
  • Refactored the facial rig skinning decomposition pipeline, improving processing speed by 20x
  • Built an automated photogrammetry processing pipeline integrated with TeamCity
  • Rigged and skinned numerous high-quality DC characters, including Harley Quinn and Captain Boomerang

Rocksteady Studios

Senior Technical Animator

01/2023 - 02/2024

Rocksteady Studios

Technical Animator

06/2019 - 12/2022

Bohemia Interactive

Technical Animator

01/2017 - 06/2019

DayZ

  • Developed animation tools and defined pipelines for in-game and cinematic workflows
  • Created and maintained the player animation state machine, regularly refining state behavior and blending
  • Collaborated with animators, sound designers, and technical designers to create and support animation tools and processes
  • Analyzed and developed solutions to aid animators and sound designers' workflows
  • Directed motion capture sessions for gameplay animation capture
  • Collaborated with technical designers to develop animation tools
  • Documented in-house animation tools and systems
  • Built weapon rigs for a variety of firearms used in-game
  • Produced gameplay animations through both motion capture data cleanup and keyframe animation
  • Researched and implemented cinematic workflows for trailers and promotional content

Vigor

  • Led R&D efforts for character implementation workflows in engine
  • Rigged and implemented character and weapon assets for gameplay and cinematics
  • Researched and established workflows for cinematic trailer production

Project Lucie

  • Rigged and animated assets for cutscenes

Bohemia Interactive

Junior Technical Animator

09/2015 - 01/2017

Skills & Tools

Languages

  • Python (Proficient)
  • C# (Competent)
  • C++ (Beginner)

Software

  • Maya (Proficient)
  • Motionbuilder (Proficient)
  • 3ds Max (Proficient)
  • Houdini (Competent)
  • Blender (Beginner)

Engines

  • Unreal Engine 4 & 5 (Proficient)
  • Unity (Competent)

Others

  • Version Control: Git, Perforce, SVN, GitHub
  • Pipeline & Scripting: PySide2/Qt, NumPy/SciPy, JavaScript, HTML/CSS/SCSS
  • Project Tools: Jira, ShotGrid/Flow
  • Creative Software: Photoshop, After Effects

Education

  • Bachelor of Creative Technologies
    Media Design School
    2012 - 2015

Awards

  • Game of the Year Finalist
    In my final year, our team entered with our project Dungeon Town. We were one of four highly recommended games selected by the CGStudent Awards jury.
  • Top Student Award
    Media Design School
    I was presented with the prize for having the highest GPA of my year.

Language

  • Swedish (Native)
  • English (Fluent)

Interests

  • Dungeons & Dragons
  • Baking
  • Weightlifting
  • Warhammer 40k