Spotlight #1 George Nwosisi


A few weeks back, I featured news from animator, Urvashi Lele, about the new show she’d worked on, Your Daily Horoscope. It was lovely to catch-up and likewise share Urvashi’s news, and I’ve been prompted to introduce a new strand on the Red’s Kingdom blog – Spotlight – wherein I can shine a light on other creatives, on their disciplines and their processes. I’ll be meeting up again with some of my former students, who are off doing exciting things, but also inviting other creatives to discuss the nuts and bolts of what they do, how and why. I’m flirting with the the idea of podcasts maybe, but haven’t quite broken the seal on that, but let’s see. To kick things off, I’m introducing you to animator, George Nwosisi, a nicer guy you’re unlikely to meet…


George Nwosisi


Phil: Hey George, thanks so much for helping me get this up-and-running. First things first, we need a quick potted history of your life since you graduated. What happened next and where are you now?

George: Hey Phil! It’s been a journey since I left uni in 2015, a good journey that is. From the very start, I knew animation was going to be a very competitive industry to get into. I knew I needed to get some type of industrial experience down on my CV just to get my foot in.


George Nwosisi Showreel 2017


After my graduation, I started applying for internships and putting a showreel together, animating new shots specially for the reel to keep it interesting. Thankfully, I landed my first animation intern with Digital Shoguns in north London. This internship lasted three months, which was good enough on my CV to help me jump into the next role. Soon after, I applied for Antimatter Games in Cornwall, landing a contract as a 3D animator for six months working on a game called Rising Storm 2 – Vietnam. I enjoyed my time there, and they wanted me to stay after my contract was up, but c’mon.. its Cornwall, nice place, but it was far from my family and life in general, so I didn’t renew my contract.

So I’m back home, job hunting again with nine months of experience on my CV. At the end of 2016, I got a job at Cubic Motion – who specialise in facial motion-capture animation and clean-up. During my time at Cubic Motion, I worked on games like Call Of Duty, Ghost Recon, Man of Medan and many more, but I wasn’t truly happy there because it wasn’t key-framed animation or full body character animation.

After a year and few months, I went job hunting again and was shocked when I got into Ninja Theory, which was always the one company I wanted to work for when I was back in university. I’m still at Ninja Theory and I’m loving it, as it’s what I’ve always wanted to do: 3D full body character/creature key-framed animation, working on Bleeding Edge, Hellblade 2 and other projects.



Phil: You’ve got animation in your bones, George – it’s your calling! What is it about animation that makes sense to you and what do you think are the ‘tell-tale’ signs someone is an animator? Were there signs when you were much younger? How did that love of animation shine out of you before you knew exactly what it was you wanted to do?

George: There’s always a reason behind why someone wants to become an animator – watching films, a love of gaming, cartoons or even VFX – having the thought of “Oh cool! how did they do that?”. Then the journey begins of finding out how things are done, and then the process starts. I’ve always been big fan of gaming, but I never thought “animation”. I studied gaming at college, but only the coding aspect of it. One day, I saw a friend of mine animating a biped on the computer and I was mind-blown. I haven’t stopped animating since.


Some of George’s earliest animations


Phil: Who are your animation heroes? Who inspires you or what inspires you? What have you seen recently that made you fall in love with animation all over again?

George: There are many animations out there that keep my fire going. I could sit on Vimeo for hours, watching people’s showreels, thinking how amazing their animation style is. Even looking at a character rig can make me want to animate that rig and do something cool with it. The number one animation that inspired me recently was Spider-Man – Into The Spiderverse. What brilliant film – everything from the animation to its art style, and how the animation was animated on 2s. There are also amazing animators here at Ninja Theory, whose work always pushes me to do better and go beyond the level I’m at.



Phil: What do you enjoy most about the animation process and why?

George: For me, it’s the planning, the researching, the ideas, and seeing the plan come together. Without all those things, the outcome of your animation might not be as strong as it could or should be. In one of my recent animations, the character lands and rolls on the floor; without researching parkour and reference videos on YouTube, the roll might not have been as convincing. Tweaking and pushing the animation – seeing what works and what doesn’t work – is also a fun part of the process.



Phil: And the least enjoyable?

George: Oh gosh! Finding bugs, having gimble locks and fixing it. A gimble lock is when your character’s rig gets a weird rotation and doesn’t behave in the way you need it to. Fixing this can be done, but it can be an annoying process!

Phil: How has the pandemic changed your working life?

George: Since we all now work from home, the office banter is out the window, likewise walking over to your colleague’s desk to see the cool things they’re working on or vice versa, sharing ideas, getting visual feedback there and then – all that’s missing now. The advantage is you literally get off your bed and your work is right in front of you – that and spending good time with your family. Me personally, I prefer the atmosphere of the office.

Phil: Outside of your day job, how do you stay fresh, inspired and healthy?

George: PLAY GAMES! WATCH FILMS! And GYM! Playing games and time at the gym gives me time away and keeps my state of mind good and healthy. Watching films gives me the inspiration for the next animation shot that might go in my showreel,

Phil: What remains on your ‘animation bucket-list’?

George: Getting more games under my belt, being a better animator in both character and creature animation, and also being able to play with motion capture data and pushing it to its limits. Honestly, it’s a never-ending skillset, a journey. You can always better yourself and do more and more things – and that is my plan!


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