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Portfolio

Pipeline and Rigging

I have built and managed over 100 creature, biped, and mechanical rigs for a single project and overseen rigging, facial setups, and motion capture across multiple projects using shared skeletons and topology constraints. My workflow ensures efficiency while maintaining unique in-game appearances.

I have developed script templates for props and dynamic parent systems, streamlining animation workflows. My expertise spans Maya, 3ds Max, and Blender, where I create and refine rigs tailored to animation and gameplay needs.

Stormgate - RTS (PC/iOS/Console Game)

  • Rigged and managed rigging pipeline for robust characters and Facial in Maya UE5

  • Defined tools for the pipeline and trained the rigging team

  • Set up cloth physics and defined model optimization techniques for rigs

WWE Champions - Mobile Game

  • Rigged and managed rigging pipeline in 3ds Max

  • Created production tools and implemented them in Unity

  • Defined optimization techniques for rigs

Spartacus - Console Game (PS3/Xbox)

  • Rigged and managed workflow

  • Set up cloth simulation in Unity

  • Set up and managed dismemberment rigs

Girlfight - Console Game (PlayStation 3/Xbox)

  • Rigged in 3ds Max

  • Managed rig pipeline and set up cloth simulation in Unity

Dragon Wars - Mobile Game

  • Set up and managed CAT squash and stretch rigs

  • Managed model-to-rig integration for Unity workflow

Hotel Transylvania - Mobile Game

  • Set up and managed 3ds Max CAT stretch rigs

  • Managed model-to-rig integration for Unity workflows

  • Assisted with managing outsourced files

Adventure Time Card Wars - Mobile Game

  • Set up and managed 3ds Max CAT squash and stretch rigs

  • Managed model-to-rig integration for Unity workflow

SpongeBob - Mobile Game

  • Managed 2D rigs for Unity

Lego Hidden Side - Mobile Game

  • Rigged Maya mods and implemented them

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