Using client-supplied rigs, I create stylized or cartoony gameplay animation cycles for characters. Each cycle emphasizes posing, timing, weight, and motion clarity.
Typical batches:
Batch A (Locomotion): Idle + Walk + Run → $270 (~18 hrs)
Batch B (Combat): Idle + Single Attack + Hit reaction + Death → $150 (~10 hrs)
Individual cycles can also be ordered separately:
Idle → $30 (~2 hrs)
Walk → $90–$120 (~6–8 hrs)
Run → $90–$120 (~6–8 hrs)
Single Attack → $30–$45 (~2–3 hrs)
2-Hit Combo → $60–$90 (~4–6 hrs)
3-Hit Combo → $90–$135 (~6–9 hrs)
Hit reaction → $30 (~2 hrs)
Death → $30–$45 (~2–3 hrs)
Jump / Fall → $30-$45 (~2-3 hrs)
Fly / Swim → $60–$90 (~4–6 hrs)
Rig Requirements
Client must provide a ready-to-animate, game-ready rig. Rigs that are not fully prepared for game-engine export may produce animations that cannot be used in-game, so please ensure the rig is properly set up before submission.
Project Duration & Revisions
Duration reflects actual animation work on my side, excluding client review/feedback time.
Actual delivery may take longer if revisions or approvals from the client are delayed.
Maximum 2 minor revisions per delivery batch; extra revisions billed hourly.
A detailed animation brief specifying desired actions, timing, and style is required; the more specific the brief, the fewer revisions will be needed.
Final FBX files delivered after full payment.
What's included
Gameplay Cycle Animation
Final animation FBX files delivered after full payment. Playblast videos provided for review; maximum 2 minor revisions per batch.
FAQs
Absolutely!
You can message me directly on Contra if anything is unclear, or if you want to discuss custom batches, animation styles, or cycle combinations.
A ready-to-animate, game-ready rig and a detailed animation brief specifying desired actions, timing, and style.
The more specific the brief, the fewer revisions will be needed.
No, client-supplied, ready-to-animate, game-ready rigs are required.
I can animate any Maya rig, but if the rig is not fully prepared for game-engine export, resulting animations may not work in the intended engine.
Yes, stylized or cartoony gameplay cycles are available.
Maximum 2 minor revisions per batch; extra revisions billed hourly.
Revisions are per batch, not per individual animation, to streamline workflow.
After final approval and full payment.
Playblast videos are provided beforehand for review and optional feedback.
Using client-supplied rigs, I create stylized or cartoony gameplay animation cycles for characters. Each cycle emphasizes posing, timing, weight, and motion clarity.
Typical batches:
Batch A (Locomotion): Idle + Walk + Run → $270 (~18 hrs)
Batch B (Combat): Idle + Single Attack + Hit reaction + Death → $150 (~10 hrs)
Individual cycles can also be ordered separately:
Idle → $30 (~2 hrs)
Walk → $90–$120 (~6–8 hrs)
Run → $90–$120 (~6–8 hrs)
Single Attack → $30–$45 (~2–3 hrs)
2-Hit Combo → $60–$90 (~4–6 hrs)
3-Hit Combo → $90–$135 (~6–9 hrs)
Hit reaction → $30 (~2 hrs)
Death → $30–$45 (~2–3 hrs)
Jump / Fall → $30-$45 (~2-3 hrs)
Fly / Swim → $60–$90 (~4–6 hrs)
Rig Requirements
Client must provide a ready-to-animate, game-ready rig. Rigs that are not fully prepared for game-engine export may produce animations that cannot be used in-game, so please ensure the rig is properly set up before submission.
Project Duration & Revisions
Duration reflects actual animation work on my side, excluding client review/feedback time.
Actual delivery may take longer if revisions or approvals from the client are delayed.
Maximum 2 minor revisions per delivery batch; extra revisions billed hourly.
A detailed animation brief specifying desired actions, timing, and style is required; the more specific the brief, the fewer revisions will be needed.
Final FBX files delivered after full payment.
What's included
Gameplay Cycle Animation
Final animation FBX files delivered after full payment. Playblast videos provided for review; maximum 2 minor revisions per batch.
FAQs
Absolutely!
You can message me directly on Contra if anything is unclear, or if you want to discuss custom batches, animation styles, or cycle combinations.
A ready-to-animate, game-ready rig and a detailed animation brief specifying desired actions, timing, and style.
The more specific the brief, the fewer revisions will be needed.
No, client-supplied, ready-to-animate, game-ready rigs are required.
I can animate any Maya rig, but if the rig is not fully prepared for game-engine export, resulting animations may not work in the intended engine.
Yes, stylized or cartoony gameplay cycles are available.
Maximum 2 minor revisions per batch; extra revisions billed hourly.
Revisions are per batch, not per individual animation, to streamline workflow.
After final approval and full payment.
Playblast videos are provided beforehand for review and optional feedback.