Technical Animator

Sarith Sun

Rigs, Control Rig systems and physics-driven animation for AAA and indie games.

Hand-animated frames
0
Built with
Chaos Vehicle, Control Rig
Custom tool
Python and Maya track-loop tool

Real-Time Snow Deformation & Trails

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 breakdown
Built with
Material HLSL, Render Targets, Niagara, PCG

Body-Avoidance Control Rig

A 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 breakdown
Built with
Control Rig, Post-Process Animation Blueprint, Chaos Cloth

Kana Face Deformation

AdvancedSkeleton 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 breakdown

Conversation Cinematics

Dialogue 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 breakdown
Sparkball
Opti Games / Character rigs / Kana face rig
Brawl Stars
Supercell / Character rigs
The Walking Dead: Saints & Sinners - Retribution
Skydance / Prop rig, The Orphan bow
Hearthstone
Blizzard / Unity integration & VFX assets

Tools I've built

Maya / Python

Track Loop Builder

Maya / Python / built for the ZIS-42

Generates 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 rig

Joint Control Creator

Maya / Python / rigging pipeline

Builds 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.

Shipped titles

7 credits
TitleStudioRole
Avowed
Obsidian Animation
The Outer Worlds 2
Obsidian Animation
Sparkball
Opti Games Rigging
The Lord of the Rings: Return to Moria
Free Range Games Rigging
The Walking Dead: Saints & Sinners - Ch. 2
Skydance Rigging
Brawl Stars
Supercell Rigging
Hearthstone
Blizzard Technical Art

Experience

2019 - 2026
Superseed Studios
Technical Animator Nov 2021 to Aug 2026

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.

TheBeamer LLC
3D Animator May 2019 to Jun 2020

Hand-keyed and motion-capture animation, in-engine cinematics and promotional pieces in Unity, facial mocap cleanup and gameplay particle effects.

Becker College
BA, Game Design Graduated

Game Design Award, Alpha Chi Honor Society.

Technical Skills

Rigging
Character rigs
Prop & vehicle rigs
Skinning & deformation
Facial setup
Systems
Control Rig
Animation Blueprints
Procedural animation
Gameplay anim systems
Physics
Chaos Vehicle
Cloth simulation
Physics assets
Ragdoll setup
Pipeline
Python tooling
Blueprint scripting
Motion capture cleanup
VFX integration
About

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.

Contact
Open to new roles
sunsarith96@gmail.com
Boston, MA
(617) 784-6546
LinkedIn