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GET TO KNOW MOSES
Can you describe the extent of any relevant work experience you might have?
Whilst I was directing my final year project, I also gained valuable experience as a student ambassador over my 3 years in Escape, assisting on open days and taster days. In that role, I helped new learners get comfortable with learning industry-standard software, such as Maya and Unreal Engine, answering technical questions and guiding them through basic workflows. This experience sharpened my ability to communicate, troubleshoot on the spot, and support others in a learning environment.
During my final year animation project AFK. I furthermore took on animation, rigging, and other leadership responsibilities. I animated two high-energy action shots, iterated based on feedback, and delivered ahead of schedule to support downstream departments. I also created a spine rig with IK/FK controls and stepped in to help rig cape dynamics, showcasing my animation knowledge and technical flexibility. These hands-on experiences have given me strong insight into how 3D animation functions within a production pipeline.
How would you describe your contribution to your group project?
In AFK, I have undertaken key roles as Director and Producer, but my hands-on contribution to the project heavily focused on 3D animation., animated key shots involving complex motion and action, taking them through several rounds of feedback from multiple parties to reach a polished result. I made sure my work aligned with the overall vision while also being production-ready, making sure I was submitting ahead of schedule to keep our pipeline on track.
I also supported the rigging team by building a flexible spine rig system and later helping out with cape controls when issues occurred—something I volunteered for to help the team meet deadlines. Near the end of the project, I was part of the fix animation team, making final refinements across multiple shots to ensure consistency and quality. I believe my ability to multitask across animation, rigging, and leadership roles made a meaningful impact on the team’s success.
What do you specialise in and what made you choose that specialism?
My specialism is 3D character animation, particularly expressive action and character-driven movement. I chose animation because I’m drawn to the challenge of bringing characters to life through motion—it’s storytelling through gesture and timing, where you can convey a character's personality and emotions with actions and that’s something I’m passionate about.
Through animating in projects like AFK and Back on Track, I’ve been able to improve my craft in both emotional performance and dynamic sequences. I love searching for that sweet spot between technical accuracy and artistic expression, and animation gives me the perfect space to do that.
What would your ideal first role in the industry be?
My ideal first role in the industry is being a Junior 3D Animator or Animation Intern on a team that values collaboration and growth. I’m confident in my ability to contribute to animated scenes in a production pipeline, follow directions, and take feedback constructively. Having already worked in team-based production settings, where I undertook multiple roles that involved both technical and team leading — I helped my team by assisting across multiple experiences while managing the team through extensive planning—I know how to communicate, stay organised, and meet deadlines. I’m excited to apply those skills in a studio environment and would love the chance to learn from professionals while contributing to meaningful projects. If you're attending the Escape Showcase and looking for an enthusiastic, animation-focused creative with production experience and a team-first mindset—I’d be excited to connect!
Which of your student projects are you most proud of, and why?
Throughout my 3 years in Escape, I'm most proud of AFK, my final year VFX animation project at Escape Studios. I directed and produced the film while also contributing as an animator, storyboard artist, rigger, and fix animator. It was a true test of my ability to manage a full production pipeline while staying hands-on creatively.
As I undertook leading roles, I pushed myself to communicate with different parties despite technical and pipeline challenges to ensure that the team was united to push forward for the ultimate goal of creating something that we can look back on and be proud of. I also supported rigging by building different control systems and even jumped in to help with cape controls when another teammate ran into technical issues. I’m proud of how I balanced creative leadership with strong collaboration and technical input—it shaped me into an excellent problem solver especially in an animation production environment, as I gained the mentality of always prioritising solving difficulties while I gained the technical skills as tools to solve them.
What’s a piece of media (film, game, animation) that changed the way you think about your discipline?
Arcane completely shifted how I view the animation. Its seamless integration of 2D and 3D, stylized realism, and emotionally driven storytelling proved how far animation can be pushed as an art form. It made me realize that animation isn’t just about movement—it’s about expression, rhythm, and subtlety, and how all those elements can come together to support character and world-building in powerful ways. Since then, I’ve become even more passionate about combining strong narrative with expressive animation, and I aim to bring that same level of depth and polish to my own work.
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