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)
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Rigged and managed rigging pipeline for robust characters and Facial in Maya UE5
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Defined tools for the pipeline and trained the rigging team
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Set up cloth physics and defined model optimization techniques for rigs
WWE Champions - Mobile Game
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Rigged and managed rigging pipeline in 3ds Max
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Created production tools and implemented them in Unity
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Defined optimization techniques for rigs
Spartacus - Console Game (PS3/Xbox)
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Rigged and managed workflow
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Set up cloth simulation in Unity
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Set up and managed dismemberment rigs
Girlfight - Console Game (PlayStation 3/Xbox)
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Rigged in 3ds Max
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Managed rig pipeline and set up cloth simulation in Unity
Dragon Wars - Mobile Game
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Set up and managed CAT squash and stretch rigs
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Managed model-to-rig integration for Unity workflow
Hotel Transylvania - Mobile Game
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Set up and managed 3ds Max CAT stretch rigs
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Managed model-to-rig integration for Unity workflows
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Assisted with managing outsourced files
Adventure Time Card Wars - Mobile Game
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Set up and managed 3ds Max CAT squash and stretch rigs
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Managed model-to-rig integration for Unity workflow
SpongeBob - Mobile Game
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Managed 2D rigs for Unity
Lego Hidden Side - Mobile Game
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Rigged Maya mods and implemented them