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Claire Michel d'Annoville
Claire Michel d'Annoville
Lead Animator 2D, Lead Artist, Producer
Paris, France

Summary

Drawing and video games have always been part of my life. That passion naturally became a career, leading me from creating game art to designing gameplay animation and, over time, contributing to production workflows and team collaboration.

Today, with 15+ years of experience, I enjoy working at the intersection of gameplay animation, technology and production. I particularly enjoy collaborating with Designers, Engineers, Tech Artists and Producers to turn ideas into polished player experiences.

I am currently expanding my expertise through Product Owner training, professional English development and Unity implementation, preparing for broader responsibilities in game production.

Over the years, my role has naturally evolved beyond animation, but my motivation has always remained the same: creating better games with talented people.

Linkedin : https://www.linkedin.com/in/claire-michel-d-annoville-29bb3718/

Skills

Graphic DesignLeadershipUnityGameplay 2D Animation

Software proficiency

Illustrator
Illustrator
Photoshop
Photoshop
Jira
Jira
Spine 2D
Spine 2D
Confluence
Confluence
Notion
Notion
Miro
Miro

Productions

    • Video Game
      Personnal Project
    • Year
      2026
    • Role
      Artist and Producer
    • Company
      Work for myself as artist and producer in Unity
    • Video Game
      All in Hole!
    • Year
      2026
    • Role
      Lead 2D animator
    • Company
      Homa Games
    • Video Game
      AAA in progress
    • Year
      2026
    • Role
      Junior rigger
    • Company
      Ubisoft
    • Video Game
      Just Dance Edition 2024
    • Year
      2024
    • Role
      Lead 2D Animator
    • Company
      Ubisoft
    • Video Game
      Just Dance Edition 2023
    • Year
      2022
    • Role
      Lead 2D animator
    • Company
      Ubisoft
    • Mobile Game
      " Delivroo / Ralph Lauren / Ubisoft " from Lost Mechanic
    • Year
      2020
    • Role
      Lead Artist
    • Company
      Lost Mechanic
    • Mobile Game
      "New project" from Pretty simple
    • Year
      2020
    • Role
      Animateur 2D / Graphiste 2D
    • Company
      Pretty Simple
    • Video Game
      ZODIAC
    • Year
      2016
    • Role
      Animateur 2D / Graphiste 2D
    • Company
      Kobojo
    • Mobile Game
      Mutant: Genetic Gladiator
    • Year
      2014
    • Role
      Animateur 2D / Graphiste 2D
    • Company
      Kobojo
    • Mobile Game
      Atlantis
    • Year
      2013
    • Role
      Graphiste 2D / Animateur 2D
    • Company
      Kobojo
    • Mobile Game
      Pyramid Valley
    • Year
      2012
    • Role
      Animateur 2D / Graphiste 2D
    • Company
      Kobojo
    • Mobile Game
      Case Mania
    • Year
      2011
    • Role
      Graphiste 2D
    • Company
      Is Cool

Experience

  • Artist and Producer at Work for myself
    Paris
    March 2026 - Present

    Preparing the next step of my career through Agile training, English improvement, Unity implementation and production-focused learning.

    • Completing a Product Owner certification focused on Agile project management.

    • Improving my professional English (B1 → B2).

    • Expanding my Unity implementation skills with personal 2D Project

    • Refining my portfolio and personal brand.

    • Exploring AI-assisted workflows to improve creative and production efficiency.

    This period allows me to strengthen both my technical and collaborative skills while preparing for my next opportunity in gameplay animation or production.

  • Lead 2D animator at HOMA GAMES
    February 2026 - March 2026

    Project : All in Hole! (Mobile game)

    • Led gameplay animation for a mobile game project.

    • Collaborated with multidisciplinary teams throughout production.

    • Contributed to animation quality, workflows and production organization.

  • Junior character rigger at Ubisoft
    paris
    January 2025 - January 2026

    Project: Unannounced AAA Game (12-month assignment)

    • 12-month assignment to deepen my understanding of AAA production.

    • Learned 3D character rigging using 3ds Max, Maya and Ubisoft's proprietary tools.

    • Collaborated with Technical Artists, Engineers and Production on a large-scale AAA project.

    • Contributed to Agile production through documentation, Miro boards and cross-team coordination.

    • Participated in Scrum ceremonies, production tracking and technical problem solving.

    • Strengthened my understanding of AAA production pipelines and multidisciplinary collaboration.

  • Lead 2D Animator at Ubisoft
    paris
    June 2021 - January 2024

    Project : Just Dance 2023 Edition

    • Created gameplay animations for characters, gameplay feedback, UI and visual effects.

    • Designed animation concepts and prototypes to improve gameplay readability and player experience.

    • Collaborated daily with Designers, Engineers and Artists to deliver production-ready assets.

    • Helped establish artistic and technical workflows across multidisciplinary teams.

    • Coordinated production with internal teams and external partners.

    • Contributed to the visual quality and gameplay consistency of the project.

  • Lead Artist at Lost mechanic
    July 2020 - Present

    Projects: Ralph Lauren, Wimbledon, Deliveroo, Ubisoft and other branded experiences



    • Led the visual direction of branded interactive experiences.

    • Acted as the main artistic advisor to the CEO, Producer and Developers.

    • Designed environments, characters, costumes and animations from concept to final delivery.

    • Collaborated directly with clients to turn creative ideas into polished products.

    • Integrated and optimized assets with Developers for production.

    • Delivered 10+ projects under tight production deadlines.

  • 2D Animator at Pretty simple
    paris
    January 2015 - September 2020

    Project : Sorcery School (Mobile Game)

    • Prototyped gameplay animation systems during pre-production.

    • Collaborated daily with Engineers in Unity.

    • Created production templates and technical documentation.

    • Improved collaboration between Art and Engineering.

    • Mentored new animators and an FX Artist.

    • Designed gameplay creatures, attacks, FX and FTUE.