A rigging artist with 6+ years of production experience creating well-articulated and animation-friendly 400+ rigs across films, tv-series and games. Proficient in rigging, animation, and pipeline devlopement across a range of tools including Maya, Blender, Unreal Engine, and proprietary engines. Possesses strong understanding of motion capture and keyframe animation pipeline. Highly proactive and collborative to develope Python-based tools that enchance production efficiency and quality of life.
-Worked on an action-adventure top-down perspective game, THQ Nordic IP, Project 5 (Unreleased).
-Created 48+ production rigs (13 characters, 5 creatures, 29 props, and 1 set) using mGear in Autodesk Maya, including prototype rigs.
-Developed an Asset Manager to streamline 1500+ assets dynamically for scene organization and export workflows, boosting team productivity by 30%.
-Experienced in working in SCRUM/agile-based teams, environments, and version control systems.
-Created 6 character setups for Tilda Apfelkerne Season 2, including modeling, texturing, and rigging using Rapid Rig.
-Converted Photoshop drawings into Maya rigs for cutout-style 2D animation.
-Responsible for prop modeling, rigging, and setting up 2D shots.
-Responsible for rigging 257 props and vehicles for the movie Elli using Blender Cloud Rig,
-Created 4 hero vehicles and over 100 props rigs for the Netflix movie Stitch Head using Maya.
-Maintained truck and lamp rig for the new season of Licht an! using Maya.
-Developed Python tools to automate rigging and workflow tasks for the team.
-Produced 4 custom character rigs for the teaser of Tafiti using Blender.
-Created a variety of rig types including bipedal, quadruped, and insect rigs.
-Applied anatomical principles of Meerkats, Red River Hogs, Snakes, and Beetles in rigs.
-Cleaned motion capture data using Vcon Blade on tight sprint cycles.
-Engaged in motion capture shoots of Horizon and Surge as a set runner.
-Improved data of Limbic mars project, STC project resonance, and Screenday.