A shot I worked on for the Shot One Fighters reveal trailer. I handled the animation, camera work, and VFX intentions to create a strong intro and help set the tone for the reveal. #GameAnimation #GameDev #Cinematics #Trailer
Arthur Munoz
@arthurmunoz.bsky.social
Game Animator Currently animating at Moon Studios Prev : Ubisoft Montpellier / SuperSeed Studio / Airship Syndicate / Spiders Games
A small compilation of my favorite magic moves I animated in No rest for the wicked🔥 #animation #gamedev #game #3d
Fan animation study with Tony Tony Chopper ✏️ Rigged and animated by me. Tony Tony Chopper (One Piece) by Eiichiro Oda #animation #gamedev #onepiece #chopper #tonytonychopper
Here’s the breakdown of the intro I crafted for Shot One Fighters. I handled camera, animation, and VFX intent, all built around one goal: clarity in motion. 10 seconds, multiple characters, constant action. --> Controlled chaos. ✨ #animation #gamedev #trailer #3d #action
Here’s the breakdown of the intro I crafted for Shot One Fighters. I handled camera, animation, and VFX intent, all built around one goal: clarity in motion. 10 seconds, multiple characters, constant action. --> Controlled chaos. ✨ #animation #gamedev #trailer #3d #action
Super stoked to finally be able to share the announcement trailer for @shotonefighters.bsky.social This one was a labor of love to put together and I hope it's as fun to watch as it was to make. Shoutout to everyone who helped bring it to life! #animation #fgc #indiedev #gamedev
Shot One Fighters | Announcement Trailer
YouTube video by Shot One Fighters
youtube.com
Working on boss fights in No rest for the wicked is all about balance. It’s not just spectacle, it’s clarity, timing, and making every move readable and impactful. The goal is simple: challenge the player without ever feeling unfair. #animation #gamedev #bossfight #game
Animation is rarely right on the first pass. A Prince of Persia-style move I worked on started with rough blocking—unclear, loose, messy. Iteration shaped it: weight, timing, intent. Blocking sets the path. Iteration tells you if it’s the right one. #GameAnimation #GameDev #Animation
Some animation I did for the Boomer in Reanimal. Fast swimmer, high pressure, if it catches you, it explodes on your boat. …these stalkers. 😁 Reanimal by Tarsier Studios #Animation #GameDev #3d #horror #reanimal
Some animation I did for the Boomer in Reanimal. Fast swimmer, high pressure, if it catches you, it explodes on your boat. …these stalkers. 😁 Reanimal by Tarsier Studios #Animation #GameDev #3d #horror #reanimal
🔥 Another week, another Wicked Animation ! 🔥 This time: a wand combo that blends a floaty character feel with heavy, close-range destruction. More next week 👀 No rest for the Wicked by Moon Games Studio 🌖 #GameAnimation #Animation #GameDev #CombatAnimation
Great week at Studio Mercier School running a game animation masterclass. Students simulated real production by planning animation assets under constraints. We focused on teamwork & feedback. And I made a animation during the process ! #animation #gamedev #Venom #spiderman #masterclass
On Reanimal, I worked a lot on the “Spider kids”, children that don’t just chase you… they climb walls to hunt you down avoiding sunlight. Creepy kids... 😅 Reanimal by Tarsier Studios #animation #gamedev #3d #3danimation #game
Another week, another wicked animation. 🔥 This time, a boss move built for the multiplayer update. Big wind-up. Clear danger. Heavy impact. No Rest for the Wicked by Moon Studios Here’s the move 👇 #animation #gamedev #bossfight #boss #3d
A simple animation, treated to deepen the mood and weight of the world. I really like this one. Minimal, direct, and right on tone. Gameplay moment I animated on Reanimal with Tarsier Studios. #animation #gamedev #game #reanimal
Another week, another wicked animation. Wand attack fires an air beam mid cast. Air control creates distance, distance creates power. No Rest for the Wicked by Moon Studios #GameDev #CombatAnimation #Gameplay
In horror, animation is often about what you hold back as much as what you show. Another moment I animated on Reanimal with Tarsier Studios, building tension through context and controlled movement. #GameDev #Animation #HorrorGames
Game animation is design in motion. Another week, another wicked animation. A Dragon fly kick designed to evade and attack in one move. Great combat isn’t just about cool motion, it’s about layered mechanics. #GameDev #Animation #combat
Worked on gameplay animations for players and enemies on Reanimal with the team at Tarsier Studios. Here’s one of the unsettling moments I animated. More clips soon. #GameDev #GameAnimation #animation
It's been 3 years working on No Rest for the Wicked with Moon Studios. 🌖 With the latest co-op update out and all the great feedback coming from players, it felt like a good moment to share a small reel of the project. Let’s go. Another year, another Wicked Animations ! 😁 #animation #gamedev
It's been 3 years working on No Rest for the Wicked with Moon Studios. 🌖 With the latest co-op update out and all the great feedback coming from players, it felt like a good moment to share a small reel of the project. Let’s go. Another year, another Wicked Animations ! 😁 #animation #gamedev
A few years ago, I worked on Steetrising, animating different types of characters, including automatons. The prototype / research phase was key. Finding the right feel and defining the style of the game. It’s also my favourite part of the process, where you can really be creative and bold.
No Rest for the Wicked Together is LIVE. Our co-op update is available right now with a Free Steam Weekend until Jan 26 and 40% off ! Enjoy ! 🔥 Super proud of the team work ! 🙂
This was my first time building a boss entirely in 3D for a pixel art game. On The Last Faith, I handled modeling, rigging, and animation for some of the main bosses. Here’s a full video demo of the project. The Last Faith by Kumi Souls Games
This was my first time building a boss entirely in 3D for a pixel art game. On The Last Faith, I handled modeling, rigging, and animation for some of the main bosses. Here’s a full video demo of the project. The Last Faith by Kumi Souls Games
Strong creature animation starts by respecting the design. Animating creatures is about respecting the design. Real-life references and traits guide motion, making them feel grounded and believable. ✨ I made animation and some rigging on these. Wayfinder by Airship Syndicate. #Animation #3d
🎬 Highlight #2 Throwback to one of my past works. Project: GreedFall (Spiders) Focus: Animation & Rigging Animating boss fights on this project was an amazing experience ! More highlights coming every day 👀✨ #animation #gamedev #bossfight #3d
Had the pleasure of mentoring Raphaël Brousseau at the end of 2025. Great job Raphaël — keep going 💪 I’ve also recently opened my website for animation reviews feel free to check it out: 👉 arthurmunozanimation.com #animation #mentor #gamedev #feedback #mentoring
✨Happy New Year 2026 ✨ Wishing you health, creativity, and lots of good stuff for the year ahead. Let’s make it sharp and dynamic like this Ori animation I made 😁 I’ll be sharing some Highlights from my past work this week. Hope you’ll enjoy them! Cheers! #animation #gamedev #3d #game #animator
🗡️🗡️Another week, another Wicked Animation 🗡️🗡️ This time, a double-dagger attack with a front flip and a big slash. 👉 Tip: Think about shapes, line of action and CONTRAST ! No Rest for the Wicked by Moon Games Studio 🌖 #animation #gamedev #3d #game #fight