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Kevin Kaufman
Kevin Kaufman
Gameplay Animator at Bungie
Bellevue, United States

Summary

Yo, I'm a 3D Animator artist based in Seattle, Washington. I currently work on an independent tactical multiplayer first person shooter called Due Process . My goal is to to be the best gameplay animator I can be!

Email: ddrkeby@gmail.com

Skills

3D AnimationRiggingCharacter AnimationAnimationAnimation Planning

Software proficiency

Blender
Blender
Maya
Maya
Photoshop
Photoshop
Unity
Unity
perforce
perforce
PlasticSCM
PlasticSCM

Reel

Productions

    • Video Game
      Marathon
    • Year
      2026
    • Role
      Animator
    • Company
      Bungie
    • Video Game
      Halo Infinite
    • Year
      2021
    • Role
      Gameplay Animator
    • Company
      343 Industries
    • Video Game
      Due Process
    • Year
      2020
    • Role
      Animator/Rigging
    • Company
      Giant Enemy Crab
    • Video Game
      Republique
    • Year
      2013
    • Role
      Animation Intern
    • Company
      Camouflaj
    • Mobile Game
      ReRave
    • Year
      2013
    • Role
      Tap Chart Artist
    • Company
      Step Revolution

Experience

  • Animator at Bungie
    Bellevue, US
    March 2023 - Present

    Responsible for animations in first and third person views

  • Gameplay Animator at 343 Industries
    Redmond
    March 2022 - February 2023

    Responsible for player facing animation. First person, third person spartan animation.

  • Due Process at Giant Enemy Crab
    Seattle, United States of America
    September 2014 - March 2022

    Established and lead animation content pipeline

    Responsible for all hand keyed first and third person character/weapon animation

    Responsible for character/weapon rigging

    Responsible for animation engine implementation. Helped setup and implement animations into state machines.

  • Republique at Camouflaj Game Studio
    Bellevue, United States of America
    January 2014 - April 2014

    Animation Intern.

    Cleaned up and animated motion capture data for in game cinematics.

    Used Face Wear tech for facial motion capture for face time cinematics.