Adam Oresten

Advanced Technical Animator

Career Summary

I am a Technical Animator with over a decade of experience building tools, rigs, and animation pipelines for AAA games, from motion capture and character rigging through to engine export. I collaborate across art, animation, and engineering, working with props, vehicle, and character art teams, gameplay and cinematic animation teams, and rendering and core engine teams.

At Bohemia Interactive, I built animation tools and pipelines for DayZ’s 1.0 release, maintained the player animation state machine, and directed motion capture sessions. On Vigor, I led R&D on character implementation in engine.

At Rocksteady Studios, I rigged characters including Harley Quinn and Captain Boomerang for Suicide Squad: Kill The Justice League, and built tools connecting Maya, MotionBuilder, and Unreal, including a universal retargeting tool and a facial skinning decomposition pipeline I made 20x faster. As Lead Technical Animator, I managed and mentored the team and set the direction for our rigging and animation pipelines.

Work Experience

Rocksteady Studios

06/2019 - Present
  • Advanced Technical Animator 01/2026 - Present
  • Lead Technical Animator 02/2024 - 01/2026
  • Senior Technical Animator 01/2023 - 02/2024
  • Technical Animator 06/2019 - 12/2022

Suicide Squad: Kill The Justice League

  • Led and managed the technical animation team, including mentoring, onboarding, and interviewing new hires
  • Planned and scheduled technical animation work, providing estimates and tracking milestone deliverables
  • Set the technical direction and standards for rigging and animation pipelines
  • Served as the main technical animation contact for other departments and outsource partners
  • Developed a non-destructive MotionBuilder animation export pipeline for complex scene workflows
  • 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
  • Implemented per-asset skeleton serialization and deserialization to speed up skinning and rigging processes
  • Built facial accessory rigging toolkit based on a proxy mesh process to deliver high quality assets with minimal clipping against facial rigs
  • Refactored complex facial rig skinning decomposition pipeline in under a month while improving processing speed by 20x
  • Built an automated Metashape photogrammetry processing pipeline integrated with TeamCity
  • Rigged and skinned numerous high-quality DC characters, including Harley Quinn and Captain Boomerang

Bohemia Interactive

09/2015 - 06/2019
  • Technical Animator 01/2017 - 06/2019
  • Junior Technical Animator 09/2015 - 01/2017

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
  • Worked with animators, sound designers, and technical designers to identify workflow bottlenecks and build tools and processes to solve them
  • Directed motion capture sessions for gameplay animation capture
  • Built weapon rigs for a variety of firearms used in-game
  • Produced gameplay animations through both motion capture data cleanup and keyframe animation

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

Skills & Tools

Languages

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

Software

  • Maya (Proficient)
  • MotionBuilder (Proficient)
  • 3ds Max (Proficient)
  • Houdini (Competent)

Engines

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

Others

  • Pipeline & Scripting: PySide2/PySide6 (Qt), NumPy/SciPy, Python testing, batch & headless processing
  • DCC APIs: OpenMaya 2.0, pyfbsdk, FBX SDK
  • Unreal: Python, Blueprints, Control Rig, IK Retargeter
  • Rigging & Animation: HumanIK, skinning decomposition
  • Photogrammetry: Agisoft Metashape

Education

  • Bachelor of Creative Technologies
    Media Design School
    2012 - 2015

Language

  • Swedish (Native)
  • English (Fluent)

Interests

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