Credits
Rigged and oversaw various hero creatures
Armor and correctives shape fixes for shot work
Rigged and oversaw the Driller creatures
Cloth Simulation shot work
Calbles setup and Simulation shot work
Armor and correctives shape fixes for shot work
Cloth and Hair Simulation shot work
Correctives shape fixes for shot work
Cloth and Hair Simulation shot work
Correctives shape fixes for shot work
Designed and developed a studio wide rigging pipeline and animation tools used in different teams and projects.
Designed and developed various tools / scripts / interfaces to streamline animation workflow and process.
Worked closely with animators to ensure building of most effective rigs and tools for various teams and projects.
Oversaw and troubleshoot rigging assets through the animation pipeline.
Rigged, built, and maintained various types of rigs including biped,quads,and other unique skeleton types
Ensured all rigs met a very high standard including cloth, muscles simulations and effects
Helped developed various tools / scripts to streamline animation workflow and process
Developed animation pipeline and designed the animation engine with engineers.
Rigged and animated a wide variety of character animation.
Created cinematic pipeline - allowing cinematic to be assembled in Maya and transferred into the game.
Developed custom tool and facial rigging system to streamline artists' workflow.
Participated in voice acting for ingame and cinematic.
Designed level layout and gameplay.
Responsible for implementation of all technical tools between programmers and artists.
Hi and Low res model building and texturing using 3D Studio Max and Photoshop.
Designed level layout and gameplay.
Responsible for implementation of all technical tools between programmers and artists.
Hi and Low res model building and texturing using 3D Studio Max and Photoshop.