Animation leader · Director · Builder of talent & creative pipelines

Richard Arroyo, animation director and leader: No roads. No maps.
Now I build them for others.

Content Director, Ubisoft. Developing teams, leading projects and directing at the studio level, while building the methods that help Ubisoft's biggest brands produce faster and better.

Richard Arroyo, Content Director at Ubisoft, smiling with arms crossed in a warmly lit studio space
~150
led as Realization Director on Skull and Bones, with a core group of 25
6 weeks
to deliver an 8-week animation phase that usually ran to 10
6,000+
animators trained through programs I built at iAnimate
27+ years
in animation, across AAA games and film

The story

I started in television and moved up into feature film, but my passion was where storytelling meets technology. My game career began at Ubisoft on Prince of Persia: The Sands of Time, where I created the Prince's pose for the game's cover art. Since then I've been fortunate to work on and with brands like Splinter Cell, Assassin's Creed, Far Cry and Rainbow Six.

I spent over six years in California, working on projects and characters like Aliens and Thor. Along the way, I launched iAnimate Games, the first online animation training built for games, and it became a hit.

Back in Montreal, I took on directing and consulting work, helped build and support Pixel Animation and EffectsMTL, and spoke at MIGS, CTN and events across France, Germany and Poland. That led me to Gameloft, the mobile game studio, where as Animation Studio Director I pitched games, built teams, directed, and helped the studio grow.

In 2018, I returned to Ubisoft and AAA as animation director on Watch Dogs: Legion. I grew into realization director on Skull and Bones during its push toward launch, then creative director on a new game pitch, and now Content Director, sharing my techniques and making production faster at the studio level.

Every step taught me the same thing: great games and great stories are never made alone. It's the people and the systems behind a whole team. So that's what I build.

Impact & Directing

What I led, built and changed: the teams, games and studios behind it.

Production acceleration · Ubisoft

Ten weeks became six

Leading a studio-level production accelerator for animation, supporting multiple AAA teams across Ubisoft's biggest brands. Introduced a method that delivered an eight-week animation phase, one that typically ran to ten, in six. Proved it with a team new to Ubisoft and its tools. It's now a team standard.

Animation leadership · Ubisoft

Reviving a creative community

The driving force behind Ubisoft's animation community, bringing storytelling and the craft of creating great experiences back to the center. I help set its themes and focus based on studio needs, decide which techniques, masterclasses and learnings to bring in, curate external speakers, and coach internal speakers to build and deliver their talks. I also share my own animation directing methods, bringing vision, techniques and learnings to Ubisoft studios worldwide.

Skull and Bones · Ubisoft

Getting a game to ship

Realization Director for the Montreal team of about 150, November 2021 to August 2022, during the push toward launch, directing a core group of 25. Built a new team from scratch and developed the workflow templates and benchmarks that became shared guidelines between Ubisoft Montreal and Singapore. Directed and reviewed Montreal's gameplay, VFX, lighting, art and dialogue scenes. Provided character development and creative briefs, and reviewed all creative content made in Montreal.

Watch Dogs: Legion · Ubisoft

Bringing a whole city to life

Directed animation across three teams in Montreal and Bucharest, 20 people in total. Owned the Living City: every character in the world, scripted events and in-game activities, carrying the story of the regime and the resistance.

Animation direction · Gameloft

Leading animation across a studio

Animation Studio Director at a major mobile game studio, leading animation for the whole studio: game pitches, marketing and animation training. Animation director on Dungeon Hunter 5, direction on Modern Combat Versus, and pitches to external partners.

Talent development · iAnimate

Thousands of animators, one method

Partner & owner. I co-founded and built the games program, helped build the others, and run day-to-day operations, strategy and hiring. We train everyone from beginners to seasoned professionals and corporate teams, in one craft: storytelling through animation, for games, film and beyond. Our graduates have worked at the best studios, including Pixar, Disney, DreamWorks, Sony Santa Monica, Naughty Dog, Blizzard, Insomniac, Bungie, Fortiche, ILM, Wētā FX and more.

What I believe

Faster production should give artists more time for the work only they can do, not less of a role.

What I do now

I come in where productions need it most.

Starting a project, keeping a live game improving, or bringing a struggling one home. At every stage, the job is the same: set the direction, fix what's slowing the team down, and leave it running on its own.

01Start

Getting projects off the ground

When a project needs help getting started, I help set the creative and production direction, push to get the pipeline working, and keep the team on track until it can run independently.

02Live

Making live games better

For live games in ongoing development, I find where processes, technology and talent can improve, then upgrade them without stopping production, so the game keeps getting better with no finish line.

03Close

Bringing projects home

When a production is struggling, I find what's holding it back and help get it across the finish line. On Watch Dogs: Legion and Skull and Bones, I came in mid-production, restructured existing teams and built new ones, and identified the strongest parts of the game to invest in.

  • Creative & production decisions
  • Pipeline & development fixes
  • Production acceleration
  • Bringing in and developing talent
  • Animation direction

What's next

Emerging Technology & AI‑Driven Production

The future of creativity isn't about replacing artists. It's about removing what holds them back.

I help lead initiatives exploring how AI-assisted workflows can accelerate production, reduce repetitive work, and give artists more time to focus on what matters most.

Exploring how emerging technologies move beyond demos to become practical, artist-driven tools inside professional creative pipelines.

Also building

Let's build something.

Speaking, collaboration, mentorship, and conversations about the future of animation.

Reel, selected work and references available on request.