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.




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.
Have a project in mind?
Tell me what you're building
Send a few lines about the game and where you're stuck.

