Brendan Condit, Technical Artist - demoreel
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Reel Breakdown

Meta Avatars
Technical Artist - Runtime Rig Tech Lead

Working closely with Engineering and Animation team, developed a hub-spoke animation system that "live retargets" animations from a universal skeleton to avatars with varied skeleton proportions and mesh sizes for runtime, stickers, and go-to-market promotional animations.


Bogo
Character Technical Artist

Collaborated with Character Artist and Animation Lead to develop expressive virtual pet. Set up animatable character in Maya, supported animation pipeline, developed tools for animation team and exporting character clips with key events for sound team. Set up character in unreal engine.


First Steps
Character Technical Artist

Collaborated with Design, Character Artist and Animation Lead to develop expressive virtual dance partner. Set up animatable character in Maya, supported animation pipeline, and developed tools for animation team. Set up character in unreal engine with spline arms and legs. Used Pose Driver to blend elbow pole vectors to mitigate arm clipping during partnered dancing.


Meta Quest Pro
Technical Artist

As Single Thread Owner, delivered avatar facial retargeting with the launch of the Meta Quest Pro. Defined facial expression translation from FACS based facial tracking signals to stylized avatar facial rig with different attributes. Continued tuning data and poses as Facial MLL evolved as sample data grew.


Avatar Calling
Technical Artist

Retargeted 54 FACS tracking signals using reactive programming in javascript. Developed for Messenger mobile application for streaming animation data instead of video codec.


Middle-Earth: Shadow of War
Technical Artist

Using Faceware, developed animation batching pipeline for 5,000 voice recordings to generate in game animations. Directed Character Artist team in generating human, orc and olog facial variants. Converted blendshape facial rigs to joint arrays and stored attributes as poses to be interpolated at runtime.


Middle-Earth: Shadow of Mordor
Technical Artist

Improved "Ratbag" game asset facial rig with new shapes, edited skinning and control rig to raise quality for cinematics animation team. Developed cinematics prop and environment rigs. Created runtime havok cloth pieces, generated cloth mesh sims for cinematics, and supported alembic cache files for bink sequences.


Epic
Character Technical Director

Rigged face and body of character, Nod, using joints and blendshapes. Installed and modified procedural rig for animators to pose in Maya.


Dr. Seuss' Horton Hears a Who!
Character Technical Director

Rigged face and body of character, Rudy, using joints and blendshapes. Installed and modified procedural rig for animators to pose in Maya.


Ice Age: Dawn of the Dinosaurs
Character Technical Director

Rigged face and body of character, Rudy, using joints and blendshapes. Installed and modified procedural rig for animators to pose in Maya.


Rio
Character Technical Director

Rigged face and body of character, Linda, using joints and blendshapes. Installed and modified procedural rig for animators to pose in Maya.


Ice Age: Continental Drift
Character Technical Director - Biped Character Lead

Supported team of riggers with procedural control rigs, developed custom networks to support character specific traits. On top of lead work, rigged the bodies of two characters, Granny and Razz, using joints, corrective blendshapes.


The Chronicles of Narnia: The Lion, the Witch and the Wardrobe
Technical Animator

Ran simulations on long hair and cloth and body jiggle on a per shot basis for Aslan and other mythical creatures.


Night at the Museum
Technical Animator

Ran simulations on uniform's cloth pocket for cowboy to interact with and long hair simulation and body jiggle on a per shot basis for museum animals.


Happy Feet
Technical Animator

Ran simulations on six-pack ring and chains, body collisions and feathers of penguin characters. Cleaned up mocap animation poses to fix collision issues.


Garfield: A Tail of Two Kitties
Technical Animator

Setup body jiggle and environment interactions. Cleaned up character deformations to fix collision issues. Learned camera tracking pipeline and generated CG scenes for animation team with proxies and animated camera.


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©2026 - Brendan Condit