STATE_04About

Games, animationand systems

I love building games, and I've spent over 20 years in AAA doing it. The problems I like best are where animation, gameplay and real-time limits collide. I work side by side with programmers, designers and animators to make games that look great and feel right to play.

Sean Diehl balancing a football on one finger
Sean Diehl with colleagues and two athletes in mocap suits and helmets on a motion capture stage
Sean Diehl and a colleague looking at a laptop together
Sean Diehl with fellow motion capture performers and colleagues in mocap suits at an EA Sports Madden shoot

REF · Sean DiehlPrincipal Animation Technical Designer, GOALS

I've built animation systems from the ground up for two multiplayer games. At DICE, I rebuilt the Battlefield 2042 system for a live service title, around scalability and gameplay requirements, and led the integration of motion matching. At GOALS, I built it in UE5, synchronized with gameplay so behavior stays deterministic in networked multiplayer. I directed development of custom animation tech and used UE5's latest features, including Motion Matching, Chooser Tables, Blendstack and Control Rig.

For a long stretch of my career I was a gameplay animator, senior and lead on Madden NFL, Battlefield and Star Wars Battlefront. Along the way I've had ownership of everything the animation depended on: helping design core gameplay mechanics, planning mocap shoots and building the systems that drove the animations. Years of animating before moving into systems full time taught me what the gameplay, the animation and the systems each need to make animation look great.

I hate slow, clunky workflows, so I taught myself to code and build in-editor animation pipelines, asset editors and debugging tools, used in production on Battlefield 2042 and at GOALS. I like doing more with less, so I build optimized systems that keep animations looking their best on screen, and tools that speed up iteration so animators can focus on making them.

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