James Cunliffe

2D Animation | 3D Animation | A.I | A.I Animation | Animation | Film & Video | Producing | Social Media | Video Editing

Updated Motion Reel

After a year at GMGN delivering typography-led motion and design for a range of Web3 clients, I’m back in freelance, and back in the gaming space. The last three months have been full-on: producing, editing and animating across multiple deliverables, with a heavier focus on social-first formats and fast turnaround.

This has been overdue, but I’ve also taken the opportunity to refresh the site, starting with an updated motion reel:

 

What’s New?

Before GMGN, typography wasn’t a core part of my toolkit. I came up through video production, where the work is often driven by footage, pacing and story. GMGN’s output was different: message-first, text-heavy, and designed to land in-feed. That year forced a step-change in how I think about hierarchy, clarity and brand voice.

Over the course of the year I built and shipped hundreds of pieces, embedded into a Figma-led workflow, and left with a stronger, more flexible design palette that now carries into everything I do, especially when a project needs content systems rather than one-off edits. If you’re curious, the case study is here.

Tool-wise I’m still primarily in the Adobe ecosystem (Photoshop, Premiere, After Effects), with Resolve when a project calls for it, and selective use of AI-assisted tools where they genuinely speed up ideation, visual development or cleanup. Blender and Unreal are still on my roadmap, I’m just being intentional about where I invest learning time while client work is busy.

Is That Rotoscoping?

A lot of the recent gaming work leans on rotoscoping, cutting subjects frame-by-frame so you can place type, UI and graphic elements behind the action without losing readability. It’s one of those techniques that looks simple when it’s done well, but it’s very easy to get wrong: edge quality, motion continuity, hierarchy and composition all matter.

The good news is that modern tools can handle a large chunk of the grunt work, but getting it to a professional finish still needs a careful eye and a clean process, especially when you’re trying to create something that feels distinctive, not templated. It’s been a genuinely fun area to lean into again.

Availability?

At the moment I’m on a rolling retainer with a tech and gaming-focused marketing agency, and I’m rebuilding my freelance network after the year at GMGN. I’m also balancing a couple of personal projects alongside client work, so I’m selective, but I’m always open to the right conversation, especially where the brief needs strong delivery, clear creative direction, and post-production leadership.

 

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James Cunliffe

Creative & Multimedia Artist

A full-time creative sharing the journey.

Previously an animation technician for a subsidiary of Epic Games. As well as a digital producer, creative director, and gaming media content lead for multiple award-winning agencies.

I lead end-to-end content delivery, shaping the idea, building the plan, and directing execution through production + post.

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