We’re back with another brand new interview – the last one of October! I’m happy to receive Arthur Munoz, 3D Animator currently working on No Rest for the Wicked for Moon Studios.
Animations are so important in gaming. I love when characters have unique ways to move and express their emotions. I stumbled upon Arthur’s work on LinkedIn and I just loved what he was showing to the world. Today, he sheds some light on his creative process and gives precious tips to anyone aspiring to become a 3D Animator.
Welcome Arthur! Could you please introduce yourself to those who may not know you?
Hi! I’m Arthur Munoz, a French game animator with 15 years of experience in the industry. I have a passion for combat and creature animation.
Currently, I’m working with Moon Studios on No Rest for the Wicked. Prior to this, I’ve contributed to numerous other titles, including Prince of Persia: The Lost Crown, Wayfinder, Greedfall, and the upcoming Last Sentinel.

When did you realize you wanted to make games?
During high school, I followed my passion for video games and animation. After completing a three-year program in 3D animation in France, I knew I wanted to pursue a career in the gaming industry.
I quickly transitioned into the field, landing one of my first job with Spiders in Paris, where I spent 12 years honing my skills and working on various projects. It was during this time that I fully realized my passion for creating dynamic and engaging animations, especially for combat.
How did you end up working as a 3D Animator?
At 20, shortly after graduating, I landed my first job animating for the children’s cartoon T’choupi. While my studies had given me a broad foundation as a 3D generalist, I chose to specialize in animation because it was the aspect I enjoyed most. As the industry is divided into specialized departments, focusing on animation felt like the natural path for me.
Johanna: No way! T’choupi is just so cute, I didn’t know that you worked on other projects outside of gaming. It’s good to see that you were able to choose your own path in the end, and that it allowed you to work on so many awesome games.

What are your main missions when working on projects?
I’m frequently hired for combat animations, as this is my area of expertise – whether it’s swipes, slams, stabs, special attacks, or combos, I can deliver. I especially enjoy creating boss fights with unique creatures, finding the right rhythm and personality for each encounter. Additionally, I’m passionate about defining the animation direction for games and prototyping game mechanics through animation.
What would be your creative process when creating an animation?
The process starts with a lot of brainstorming, followed by gathering video references. I try to avoid going with the first, more cliché idea, aiming to be as creative as possible. From there, it’s all about refining through multiple iterations.
I follow a three-step process:
L1: Blocking and ideation phase
L2: Refining the animation after discussions with other departments
L3: Polishing the final result!

You have worked on very different characters these past few years. Are there any challenges when doing animations for such diverse games?
The main challenge is aligning the animation style with the overall project while striving to be creative and innovative in terms of gameplay feel. It’s all about pushing your craft to the highest level.
When animating for diverse video games, the challenges extend beyond just creativity. Each game has its own unique style, mechanics, and target audience, which means you have to adapt your animation approach for each project. A realistic game might demand precise, lifelike movements, while a stylized or fantasy game could require more exaggerated, expressive animations.
Ultimately, it’s about staying adaptable, understanding each game’s specific needs, and creatively bringing characters and worlds to life within those boundaries.
Are there specific projects you have been proud to work on?
I’m very proud of my current project, No Rest for the Wicked, where I can truly hone my craft.
Additionally, working on Prince of Persia: The Lost Crown was a fantastic experience, as a fan of Japanese animation; I enjoyed incorporating references from that style into the project.
Johanna: No Rest for the Wicked looks truly amazing! I love seeing studios experiencing with different genres – this one has nothing to do with the Ori series, but I’m just in love with the work of the team.

Have you encountered any challenges during your journey in our industry?
Throughout my journey in the industry, I’ve encountered several challenges. One significant hurdle has been adapting to the rapidly changing technology and tools used in animation. Keeping up with new software and techniques requires continuous learning and flexibility.
Another challenge has been collaborating with diverse teams across different departments. Each team has its own priorities and workflows, so effective communication is crucial to ensure that the animations align with the overall vision of the project.
Additionally, balancing artistic expression with technical limitations can be difficult. Sometimes, the creative ideas I envision need to be adjusted to fit within the constraints of the game design rules.
Lastly, meeting tight deadlines while maintaining high-quality work can be hard sometimes. It’s essential to find ways to manage time effectively and maintain creativity under pressure despite these challenges.
Do you have a routine to stay creative?
I believe in daily communication with my team to share our thoughts and ideas. I strive to maximize every concept. Having a life outside of work is also essential for maintaining a good balance and enjoying hobbies. Additionally, I love exploring new methods of creation and learning new skills.
Johanna: Yes! This is a good reminder, please don’t forget to take care of yourselves guys 💛 With more free time and happiness comes more creativity!

What advice would you give to aspiring 3D Animators?
Always be inspired by other artists.
Stay motivated and try to understand their workflow.
Always try to develop news skills around your craft. For an animator, this could mean acting, martial arts, dance, anatomy, rigging, modeling, etc.
Always find references before starting. Do some research. Look at what has been done before by other artists.
Always work by iteration. From macro to micro, from the big picture down to the details.
Always work with the team. Share, communicate, and learn from them.
Always plan your work. Develop your workflow and embrace it.
Always learn from your own failures.
Keep a log while you work to remember what happened.
Always try to have a healthy work/life balance and have fun ! 🙂
Any last words for our readers?
Enjoy life in general, let your passion guide you !
And you can follow my work on Twitter/LinkedIn/Instagram 😉

Arthur Munoz – 3D Animator
X / LinkedIn / Instagram / Threads / ArtStation
Thank you so much for your time Arthur, I hope you all enjoyed discovering his work! I wish you all a happy Halloween and we see each other again very soon 🎃
