Rigs, Control Rig systems and physics-driven animation for AAA and indie games.
A drivable WWII half-track with a 65-pad procedural track that conforms to terrain in real time. Suspension is driven by the vehicle's actual Chaos physics rather than raycasts, and a least-squares fit across the road wheels turns those forces into bogie rock, rocker articulation and body motion. No baked animation anywhere.
Persistent footprints, trenches and displaced berms carved into a snow field at runtime. The ground records where the character has been, and the surface, its shading, the spray and the footstep audio all read from that one signal.
Full breakdownA post-process Control Rig that makes an armored character physically acknowledge the world: they turn, lean and tuck their arms away from whatever is closest. No gameplay code, no per-obstacle animation, and it blends on and off in play with one bool.
Full breakdownAdvancedSkeleton built the control GUI and the controls. The pass after was mine: reweighting the eyes and lips so the shapes stay clean when an animator maxes the sliders.
Full breakdownDialogue scenes on Avowed and The Outer Worlds 2, assembled in Sequencer from the project library against the dialogue, with generated lip sync polished by hand in the curve table.
Full breakdownGenerates a tracked vehicle's entire pad chain from its wheel positions: closed path, evenly distributed pads, and the control points the Control Rig reads at runtime. Re-fitting a belt after a geometry change drops from an afternoon to a couple of minutes.
See it in the rigBuilds animator-facing controls directly from a joint selection, matching shape, orientation, colour and hierarchy to the joint in one step. Turns the most repetitive part of rig construction into a single pass, and keeps naming and control conventions identical across every asset.
Character, prop and vehicle rigs for production. Animation systems in Unreal Engine Animation Blueprints and Control Rig, cloth and physics assets, procedural rigs and ragdoll physics, plus VFX work and workflow tooling alongside artists and engineers.
Hand-keyed and motion-capture animation, in-engine cinematics and promotional pieces in Unity, facial mocap cleanup and gameplay particle effects.
Game Design Award, Alpha Chi Honor Society.
Technical animator with five years building character, prop and vehicle rigs for AAA and indie games. That means Control Rig and Animation Blueprint systems, skinning and deformation, cloth, ragdoll and procedural physics setups.