Alex Peter maniotis

Senior Gameplay / Cinematic Animatior

WORK

All of my animation reels and tutorials / presentations I made.


*Most of my recent professional work is under NDA and cannot be shared publicly.
This includes co-development and support work, as well as projects that are unreleased or still in development.
Please feel free to reach out if you'd like more details.

About

alex maniotis

Hello, I'm Alex Maniotis
I specialize in ๐—ฐ๐—ต๐—ฎ๐—ฟ๐—ฎ๐—ฐ๐˜๐—ฒ๐—ฟ ๐—ฎ๐—ป๐—ถ๐—บ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐—ฏ๐—ผ๐—ฑ๐˜† ๐—บ๐—ฒ๐—ฐ๐—ต๐—ฎ๐—ป๐—ถ๐—ฐ๐˜€ with deep emphasis on ๐—ด๐—ฎ๐—บ๐—ฒ๐—ฝ๐—น๐—ฎ๐˜† ๐—ฐ๐—ผ๐—บ๐—ฏ๐—ฎ๐˜, ๐—น๐—ผ๐—ฐ๐—ผ๐—บ๐—ผ๐˜๐—ถ๐—ผ๐—ป and ๐—ฐ๐—ถ๐—ป๐—ฒ๐—บ๐—ฎ๐˜๐—ถ๐—ฐ ๐—ฎ๐—ป๐—ถ๐—บ๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€.
I ๐—ฎ๐—ป๐—ถ๐—บ๐—ฎ๐˜๐—ฒ ๐—ฑ๐—ถ๐—ฟ๐—ฒ๐—ฐ๐˜๐—น๐˜† in ๐— ๐—ฎ๐˜†๐—ฎ, ๐—จ๐—ป๐—ฟ๐—ฒ๐—ฎ๐—น๐—˜๐—ป๐—ด๐—ถ๐—ป๐—ฒ5 and 3๐—ฑ๐˜€๐— ๐—ฎ๐˜… using ๐—ต๐—ฎ๐—ป๐—ฑ-๐—ธ๐—ฒ๐˜†๐—ฒ๐—ฑ ๐—ฎ๐—ป๐—ถ๐—บ๐—ฎ๐˜๐—ถ๐—ผ๐—ป.
I am proficient in ๐—บ๐—ผ๐˜๐—ถ๐—ผ๐—ป ๐—ฐ๐—ฎ๐—ฝ๐˜๐˜‚๐—ฟ๐—ฒ I ๐—ฐ๐—น๐—ฒ๐—ฎ๐—ป / ๐—ฟ๐—ฒ-๐—ฒ๐—ฑ๐—ถ๐˜ ๐—ฏ๐—ผ๐—ฑ๐˜† & ๐—ณ๐—ฎ๐—ฐ๐—ถ๐—ฎ๐—น data, using both ๐—ป๐—ผ๐—ป-๐—ฑ๐—ฒ๐˜€๐˜๐—ฟ๐˜‚๐—ฐ๐˜๐—ถ๐˜ƒ๐—ฒ and ๐—ต๐˜†๐—ฏ๐—ฟ๐—ถ๐—ฑ ๐˜„๐—ผ๐—ฟ๐—ธ๐—ณ๐—น๐—ผ๐˜„๐˜€.
I proficiently create ๐—ฆ๐˜๐—ฎ๐˜๐—ฒ ๐— ๐—ฎ๐—ฐ๐—ต๐—ถ๐—ป๐—ฒ๐˜€ and ๐—•๐—น๐—ฒ๐—ป๐—ฑ ๐—ง๐—ฟ๐—ฒ๐—ฒ๐˜€ in ๐—จ๐—ป๐—ฟ๐—ฒ๐—ฎ๐—น and ๐—จ๐—ป๐—ถ๐˜๐˜† Engines.
I am experienced in analyzing ๐—ด๐—ฎ๐—บ๐—ฒ๐—ฝ๐—น๐—ฎ๐˜† ๐—บ๐—ฒ๐—ฐ๐—ต๐—ฎ๐—ป๐—ถ๐—ฐ๐˜€ and ๐—ด๐—ฎ๐—บ๐—ฒ ๐—บ๐—ฒ๐˜๐—ฟ๐—ถ๐—ฐ๐˜€ for crafting animations as needed.
Experienced on creating ๐—ฐ๐˜‚๐˜€๐˜๐—ผ๐—บ ๐—ถ๐—ป-๐—ด๐—ฎ๐—บ๐—ฒ ๐—ฎ๐—ป๐—ถ๐—บ๐—ฎ๐˜๐—ฒ๐—ฑ ๐—ฒ๐˜ƒ๐—ฒ๐—ป๐˜๐˜€, ๐—ณ๐—ถ๐—ป๐—ถ๐˜€๐—ต๐—ฒ๐—ฟ๐˜€ ๐—ฎ๐—ป๐—ฑ ๐—ฐ๐˜‚๐˜๐˜€๐—ฐ๐—ฒ๐—ป๐—ฒ๐˜€.
Mid level ๐—ฟ๐—ถ๐—ด๐—ด๐—ถ๐—ป๐—ด and ๐˜€๐—ธ๐—ถ๐—ป๐—ป๐—ถ๐—ป๐—ด (Maya, 3dsMax).
Mid level ๐—บ๐—ผ๐—ฑ๐—ฒ๐—น๐—ถ๐—ป๐—ด (3dsmax).
Gamer as long as I exist.

*Last Update 5/2/26


CLIENTS

Unreal Engine Animation WOrkshop

Unreal Animation UnlockedThe Full Production WorkflowMaster real-time animation in Unreal Engine from start to finish. Learn the Sequencer, Control Rigs, Animation Blueprints, gameplay and cinematic workflows used in professional game and film production.


Request a Project Estimate

Have a project in mind? Fill out a short brief to help me understand your needs and provide an accurate estimate.


Please fill out the project form first so I can review your request properly.Once submitted, we can schedule a quick call to discuss your project in detail.

Pose Library

A collection of pose explorations using different rigs.
I use these studies to sharpen body mechanics, improve clarity, and keep my animation instincts active between projects.


-Pasquale Mangano, Creator of ACF Action RPG.-"Alex delivered an incredible work! Fantastic animations! Highly recommend!"


-TJ Leary, Creative Director @ Airship -"Having Alex on the team was a great experience. He brought enthusiasm, technical expertise, and a
strong work ethic to the project. His animations were always polished and met the highest standards. He
was also a great communicator and team player, getting involved in and contributing to solving any
problems we encountered along the way. I'm positive I'II be working with Alex again in the future and
believe he'd make a great asset to any animation team."

Contact

Feel free to reach me anytime via e-mail or at my LinkedIn profile.

How long have you been animating?
I started in 2012 as a game developer. Up until 2023, about 50% of my time was focused on animation as part of indie game development.
The other 50% included rigging, skinning, modeling, in-engine implementation, game and level design.
What game genres have you worked on?
3 third-person action games
1 first-person simulation game
2 top-down action games
3 sidescrollers
1 turn-based JRPG template
What software do you use?
Unreal 5.6+, Maya & 3ds Max for animation.
Unreal for animation implementation, blend trees, anim graphs, and general game development.
How long have you worked with game engines?
I used Unity from 2012 to 2022 and Unreal from 2015 to present.
While I understand animation implementation in both, I only animate directly inside Unreal.
Do you work with both keyframe and mocap animation?
Throughout my career, Iโ€™ve consistently worked with both, and I enjoy both.
My favorite part is combining them.
How long does it take for you to animate a character?
It always depends on the production needs and the character itself.
Thereโ€™s a big difference between a typical biped and a complex creature.
For a typical human:
~800โ€“1200 frames/day for mocap cleanup
~300โ€“600 frames/day for keyframe animation
This is mainly for blocking and โ€œsellingโ€ the idea, and it heavily depends on complexity.
In general, many clients have commented that I work fast.
Whatโ€™s your experience with gameplay systems?
Iโ€™ve worked extensively with state machines, anim graphs, motion matching, and general animation implementation.
I can work with Blueprint systems and understand the logic behind them, but I donโ€™t build them from scratch and I donโ€™t have a coding background.
Do you work closely with designers and technical animators?
Yes. I got used to working in constant communication with all departments early in my career.
Coming from a game development background, I believe this is essential for both building a strong game and understanding the full production.
Have you worked in teams or only solo?
Iโ€™ve always worked in teams.
Are you comfortable with feedback and iteration?
Feedback is a core part of improving my work. I actively seek it from colleagues and my network, even on personal projects.
When giving feedback, I always try to understand the needs of the production and the strengths of each animator.
Whatโ€™s your remote work model?
When I work full-time, Iโ€™m fully dedicated for the full 8 hours. I encourage colleagues to call me anytime, depending on workload.
I always aim to fully replicate and exceed the expectations of an on-site workflow.
Are you working remotely or on-site?
Iโ€™ve been working remotely since 2015. Due to family constraints since 2018, permanent relocation is very difficult.
That said, I can travel and relocate periodically if production requires it.
As a freelancer, do you take on extra professional projects?
Yes, as long as my full-time contract allows it and the extra work doesnโ€™t interfere with my main responsibilities.
Thatโ€™s why I use a form on this website to better understand client needs, timelines, and availability.
Are you teaching?
No, but I have pre-recorded workshops and I upload tutorials on YouTube and LinkedIn.
I also create a lot of teaching material, tutorials, and documentation within my work environment.
Why do you work on so many personal projects?
Itโ€™s the best way for me to improve in an industry thatโ€™s constantly evolving.
Also, many past projects were cancelled or are under NDA, so personal work is the best way to showcase my animation quality and experience.
Do you play video games?
Iโ€™ve been playing since 1992. I own most major consoles and still play regularly.
I play not only for enjoyment but also to study animation and game design.
Nintendo and PlayStation titles have had a strong influence on me.
Daily routine & hobbies?
Family time, personal projects, gaming, anime, movies, and weightlifting.