
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

Hello, I'm Alex Maniotis
I specialize in ๐ฐ๐ต๐ฎ๐ฟ๐ฎ๐ฐ๐๐ฒ๐ฟ ๐ฎ๐ป๐ถ๐บ๐ฎ๐๐ถ๐ผ๐ป ๐ฏ๐ผ๐ฑ๐ ๐บ๐ฒ๐ฐ๐ต๐ฎ๐ป๐ถ๐ฐ๐ with deep emphasis on ๐ด๐ฎ๐บ๐ฒ๐ฝ๐น๐ฎ๐ ๐ฐ๐ผ๐บ๐ฏ๐ฎ๐, ๐น๐ผ๐ฐ๐ผ๐บ๐ผ๐๐ถ๐ผ๐ป and ๐ฐ๐ถ๐ป๐ฒ๐บ๐ฎ๐๐ถ๐ฐ ๐ฎ๐ป๐ถ๐บ๐ฎ๐๐ถ๐ผ๐ป๐.I ๐ฎ๐ป๐ถ๐บ๐ฎ๐๐ฒ ๐ฑ๐ถ๐ฟ๐ฒ๐ฐ๐๐น๐ in ๐ ๐ฎ๐๐ฎ, ๐จ๐ป๐ฟ๐ฒ๐ฎ๐น๐๐ป๐ด๐ถ๐ป๐ฒ5 and 3๐ฑ๐๐ ๐ฎ๐
using ๐ต๐ฎ๐ป๐ฑ-๐ธ๐ฒ๐๐ฒ๐ฑ ๐ฎ๐ป๐ถ๐บ๐ฎ๐๐ถ๐ผ๐ป.
I am proficient in ๐บ๐ผ๐๐ถ๐ผ๐ป ๐ฐ๐ฎ๐ฝ๐๐๐ฟ๐ฒ I ๐ฐ๐น๐ฒ๐ฎ๐ป / ๐ฟ๐ฒ-๐ฒ๐ฑ๐ถ๐ ๐ฏ๐ผ๐ฑ๐ & ๐ณ๐ฎ๐ฐ๐ถ๐ฎ๐น data, using both ๐ป๐ผ๐ป-๐ฑ๐ฒ๐๐๐ฟ๐๐ฐ๐๐ถ๐๐ฒ and ๐ต๐๐ฏ๐ฟ๐ถ๐ฑ ๐๐ผ๐ฟ๐ธ๐ณ๐น๐ผ๐๐.I proficiently create ๐ฆ๐๐ฎ๐๐ฒ ๐ ๐ฎ๐ฐ๐ต๐ถ๐ป๐ฒ๐ and ๐๐น๐ฒ๐ป๐ฑ ๐ง๐ฟ๐ฒ๐ฒ๐ in ๐จ๐ป๐ฟ๐ฒ๐ฎ๐น and ๐จ๐ป๐ถ๐๐ Engines.
I am experienced in analyzing ๐ด๐ฎ๐บ๐ฒ๐ฝ๐น๐ฎ๐ ๐บ๐ฒ๐ฐ๐ต๐ฎ๐ป๐ถ๐ฐ๐ and ๐ด๐ฎ๐บ๐ฒ ๐บ๐ฒ๐๐ฟ๐ถ๐ฐ๐ for crafting animations as needed.
Experienced on creating ๐ฐ๐๐๐๐ผ๐บ ๐ถ๐ป-๐ด๐ฎ๐บ๐ฒ ๐ฎ๐ป๐ถ๐บ๐ฎ๐๐ฒ๐ฑ ๐ฒ๐๐ฒ๐ป๐๐, ๐ณ๐ถ๐ป๐ถ๐๐ต๐ฒ๐ฟ๐ ๐ฎ๐ป๐ฑ ๐ฐ๐๐๐๐ฐ๐ฒ๐ป๐ฒ๐.Mid level ๐ฟ๐ถ๐ด๐ด๐ถ๐ป๐ด and ๐๐ธ๐ถ๐ป๐ป๐ถ๐ป๐ด (Maya, 3dsMax).
Mid level ๐บ๐ผ๐ฑ๐ฒ๐น๐ถ๐ป๐ด (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 templateWhat 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, Iโve 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.
Thereโs a big difference between a typical biped and a complex creature.
For a typical human:
~800โ1200 frames/day for mocap cleanup
~300โ600 frames/day for keyframe animation
This is mainly for blocking and โsellingโ the idea, and it heavily depends on complexity.
In general, many clients have commented that I work fast.Whatโs your experience with gameplay systems?
Iโve 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 donโt build them from scratch and I donโt 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?
Iโve 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.Whatโs your remote work model?
When I work full-time, Iโm 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?
Iโve 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 doesnโt interfere with my main responsibilities.
Thatโs 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?
Itโs the best way for me to improve in an industry thatโs 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?
Iโve 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.










































