Rigging, Tools, and Technical Animation for Judas

I assumed responsibility for managing an extensive legacy codebase and covering a range of tasks including rigging, developing tools, technical animations and crafting blueprints.

One of my key initiatives was integrating new technologies into our art pipeline. I introduced the use of real-time wrinkle maps and hair and cloth simulations directly within the engine. My most impactful contributions to the team game in the form of productivity-boosting animation tools, boosting end-quality and streamlining the creative process, helping to deliver the beautiful game you see today.

Rigging for Project Ember - Descending

I am truly grateful for the opportunity to contribute as a member of the rigging team for the short film by legendary creator Han Yang. It was a privilege helping to bring his vision to life as a Rigging TD for Shapeshifters Creative, and later as a Realtime Generalist TD.