STATE_00Technical Gameplay Animation Consultant

Animation systemsbuilt for gameplay

I'm Sean Diehl. For over 20 years at DICE, EA, Ubisoft and GOALS I've worked the full stack of AAA gameplay animation, from helping design core gameplay mechanics and directing mocap to systems, pipelines and tools. I'm now available for consulting and contract work through Diehl Motion.

ABP_Player › Locomotion › StateMachineLive
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PreviewGOALS · Direction changes
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  • Studios
  • Electronic Arts
  • Ubisoft
  • Engines
  • Frostbite
  • Unreal Engine 5

STATE_02About

Where animation craft meets systems engineering

I design and build the gameplay animation systems that decide how characters move, react and look. I build around what the gameplay mechanics and the animation need, so the system serves both.

Sean Diehl smiling at his desk, with Unreal Engine and GOALS gameplay on the monitors behind him
REF · Sean DiehlPrincipal Animation Technical Designer, GOALS
Years in AAA
20+
Shipped titles
15+

STATE_03Services

How I help studios

Available for select consulting and contract work through Diehl Motion.

  1. Build or rebuild your animation system in Unreal Engine
  2. Get motion matching working, from database to shipped gameplay
  3. Make characters feel responsive
  4. Get animators' work onto the screen without losing quality
  5. Audit your animation system or pipeline and help fix it
  6. Build the tools your animators, designers and QA use
  7. Scope the animation system and asset needs for a new project

STATE_05Contact

Let's discussyour gameplay animation needs

I take contracts, consulting and one-off technical advisory work. AAA is my background, but I'm open to smaller teams and 3D mobile games. Email me a few lines about your game and where you're stuck.