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Rigging Reel 2023

During this year I am learning more about tool development. I completed two games and three major tools during last semester at UTD and am contuining to work on tool development using python and I am learning Blender as I look for a job. 

Watch my reel below to see what I have been working on!

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6.1.23

Three Major Assets Learned This Year

Tool creation to help with rigging and pipeline 

Sine and NURBS curves manipulation

Familarity communicating with animators and creating rigs with their requested specifics

Ping Pong

1

Tools

This year I discovered my love, and knack, for coding. I created three major tools this year: The Unreal Tool, the Automatic Jaw Tool and the Automatic Limb Tool. The Unreal Tool was created to solve an issue in the pipe line for the game Death Bloom. There were issues importing rigs from Maya into Unreal 5 so I created a script to address that issue. I used online resources for my Automatic Jaw Tool, however I wrote every line myself and added more functionality to the tool. I took the knowledge gained from both of these tools and created the Automatic Limb Tool by myself. 

Click the button below to learn more about the tools. 

2

Games

I had the honor of being in Game Lab this year as the senior rigger on the game Death Bloom. I worked closely with our modeling and animation teams to create complex rigs for the game including the main antagonists' legs, the vines that attack the player, and the book that is used as a GUI throughout the game. There were many iterations of the rigs, and some functionality that was never used but it was an amazing learning experience. I enjoyed being able to combine previous rigging knowledge and new rigging research so that the animators and game design lead got the specific look they wanted for the game.

Click the button to learn more about Death Bloom. 

3

VR Game

I also had the honor of working on A Step Into The Paper Tower with fellow students. As I was the senior rigger in Game Lab, I did mostly props for the project such as the caludron that squashes and streches and the animals that fall into it. I also worked on the book prototype for this project. Mira Deli, the animation lead and director, had very specific ideas for how each of the characters should move since they were either cut out of wood or bone. It was challanging working on characters that had to be as rigid as possible while still being emotive, but very fun. 

Click on the button to learn more about A Step into the Paper Tower.  

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