Rigging

As a Senior Technical Animator, I specialize in creating advanced rigging solutions tailored for game development. Leveraging expertise in tools like Maya, Unreal Engine, and proprietary game engines, I design efficient, animator-friendly rigs optimized for real-time performance.

With a deep understanding of character anatomy, kinematics, and game-specific constraints, I build flexible skeletal systems and deformation setups that meet the demands of dynamic gameplay. Proficient in Python scripting, I streamline workflows to enhance production efficiency and ensure rigs integrate seamlessly into game pipelines.

I work closely with animators, modelers, and artists to deliver rigs that balance creative expression with technical precision, contributing to immersive and responsive gaming experiences.

The First of Them III Exclusive Preview
COMING SOON: SEPT 10, 2020

Spline Along Track Component

This component was a short showcase of creating a joint chain along a spline path in Maya. It was designed to create a joint-based path for something like a snake or a tentacle, and achieve fluid motion through allowing the joints to dynamically move along the spline, while having the ability to manipulate the spline points.