Mary kessel
Pipeline and Rigging
Skills
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Rigging & Skinning: Developed and managed 100+ character rigs (creatures, bipeds, props, mechanicals), ensuring robust and high-quality deformations, including facial rigging.
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Motion Capture: Expertise in MotionBuilder and MocapX for seamless animation integration and cleanup of facial and body mechanics.
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Game Engine Integration: Implemented and optimized rigs, assets, and animation in Unreal Engine and Unity, utilizing Blueprints, Prefabs, and Animation State Machines.
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Material & Shader Setups: Developed PBR materials and shaders for real-time engine workflows.
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Cloth & Physics Simulation: Set up cloth, ragdoll, and physics systems for dynamic interactions.
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Pipeline Management: Defined and maintained efficient asset pipelines for streamlined AI -driven workflows.
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Optimization: Applied optimization strategies to improve performance and scalability of rigs, models, and assets.
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Scripting: Proficient in Python, MEL, PyMel and MaxScript with strong 3D math expertise for technical problem-solving.
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Team Leadership & Mentoring: Led and mentored teams, ensuring best practices and knowledge sharing across disciplines.
Experience
Frost Giant Studios, Irvine, CA
Senior Technical Artist Rigger
2021-Present
Rigging ( Maya - Max - Blender - Python - MRS - CGM tools )
Implementation in Unreal Skeleton and Cloth Physics Setups
Optimization & Topology Techniques
Scripting ( Python - Mel )
Animation Blueprints
Department Pipelines - Maintained - Documented
MocapX - Cleaned up Mocap Data
Trained & Mentored Rig Team ​​​​​​​​​​
Kung Fu Factory, LA, CA
Lead Technical Artist Rigger
2009 -2021
Rigging ( Maya - Max )
Implementation in Unity
Animation
Cloth Physics Setups
Optimization Techniques - Scripting ( Mel - Max )
Department Pipelines - Maintained - Documented
Mentored Team
Loyola Marymount University, CA Animation Rigging Instructor
2007 -2008
Rigging - Animation ( Maya )
Taught students about good practices of the Animation Industry. Demonstrated rigging and animation concepts as a foundation for their success. I recruited best students as interns at my current job.
Savage Entertainment, LA, CA
2006 -2009
Senior 3D Generalist
Modeling - Animation ( Max ) - Proprietary Engines - Pipeline
Focused and proactive to defined pipelines -trackers and tools
modeled and Textured for environmental department
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The Art Institute of LA CA
Game Art Instructor
2003 -2006
Character + Environmental Modeling - Texturing ( Max, Zbrush )
Focused on Teaching students about the Game Industry and gave projects that were collaborative and taught the process. I recruited best students as interns at my job. Taught Fundamentals of clean topology for character modeling and workflows for sculpting and texturing.
Vivendi Universal Games LA, CA
3D Generalist
1999 -2003
Modeling - Rigging - Animation - Texturing - Maya , Unreal
Modeled, textured and rigged for character and environments -driven and dedicated to learning new tools
education
2000-2002
Gnomon Workshop Training
Work Sponsored Course Universal Studios
Training hands on at Gnomon for Rigging in Maya and advanced Sculpting training. Paid for by our company (universal studios, when we were changing over to Maya).
1992-1994
Salisbury State University
Bachelor's Degree in Art
Visual Communications
Learned Artistic and Technical applications on a deeper level. I even took some scripting classes although it wasn't my minor, I eventually delved into that area more.
1990-1992
The Art Institute of Pittsburgh
Associate's Degree in Art
Visual Communications
Learned Artistic and Technical applications and approaches that I still use today.
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References
References available upon request.