I build character rigs — and the pipelines that build them.
What I Do
Senior Character Technical Artist • 31st Union (2K) • 2019–Present
10+Shipped hero rigs
5+Creature & NPC rigs
20+Weapon & prop rigs
~2 minFull rig build
Rigging
Shroud, the studio's modular auto-rigger.
Inherited from the previous Technical Director; I expanded it to quadrupeds and creatures.
- Modular Architecture: reusable limb templates composed per character — a new rig is a short script, not a rebuild.
- Studio Standards: one set of rigging, naming, and logging conventions across the cast.
- Deformation: resolved complex deformation issues and set the guidelines that keep characters consistent.
Technical Animation
Runtime work in Unreal Engine.
- Runtime Correctives: Bone Driven Controllers and Pose Driver Connect keep accessories from clipping.
- Real-Time Dynamics: Chaos Physics, AnimDynamics, and cable solutions built with ABP and IK.
- Control Rig: in-engine animation and procedural runtime adjustments.
Tools & Pipeline
Maya and Unreal tools for riggers and animators.
- Animator Tooling: custom pickers, mirroring, key reduction, animation transfer, and ATOM import/export.
- Character Pipeline: one-click character and outfit setup, game-ready skeleton builders, and skeleton migration.
- Rigging Utilities: auto eye and tentacle riggers, curve fitting, and paint-to-place joints.
Leadership
Production RiggingLed rigging and tech art for 15+ production characters — bipeds, quadrupeds, and creatures — on one shared modular framework.
MentorshipOnboarded and mentored junior technical artists with documentation and hands-on exercises, cutting ramp-up from weeks to days.
Cross-Discipline AlignmentOwned the handoffs between Character Art, Rigging, and Animation so problems got caught before they became rework.