I'm a 3D Animator and Motion Designer with 6+ years of experience across game development, commercial production, cinematics, and creative 3D content.
I specialize in character animation, motion design, and VFX, with rigging support when needed for animation-ready workflows. My focus is on polished, expressive, production-ready work built around timing, clarity, and animation that communicates exactly what it should.
Blender is my primary 3D tool. I also work with After Effects, Premiere, Photoshop, and Substance Painter depending on the project pipeline.
I work under my studio brand, Animesh Forge, with game studios, agencies, brands, and independent creators - locally in Israel and internationally.
Feel free to reach out!
Providing freelance 3D animation and content services for games, brands and
creative projects.
Creating character animation, motion content and production-ready 3D assets from
brief to final delivery.
Managing client communication, scope, feedback cycles and final delivery with a
focus on quality and reliability.
Produced character, object and particle animations through to Unity-ready final
assets.
Supported modeling, textures, shaders, rigs and presentation renders when needed.
Took on 3D Lead responsibilities during the last half year, supporting visual direction
and production priorities.
Created varied animation projects and managed 3D content production for studio
clients across different requirements.
Worked on character animation, rigging, effects, motion graphics, AR lenses/filters
and general 3D production.
Contributed to projects for brands including Rovio, Zynga, King, Plarium, Warner
Bros and others.
Created animations and 3D characters for games, product commercials and
independent projects.
Delivered projects connected to Playtika, Starkist and additional commercial work.
Managed client briefs, animation revisions and final delivery as a freelance creator.
Built and modified character rigs for production animation tasks.
Created hyper-realistic animation, retargeted motion capture and used rotoscoping
when required.
Worked with HumanIK, Advanced Skeleton and Mixamo to support character
animation workflows.