TD - Rigger
I was responsible for Rigging of all characters of this projects.
Role: TD - Rigger

BABuilt efficient/scalable/optimized character rigs for a mobile production environment. Developed body/facial systems optimized, while ensuring smooth animation workflows working done inside of engine.
Makeover Match - Swap & Style Lilys Garden - Design & Relax MegaSurvivors - Personal Project
Approach
Principal Rigging Artist Focused on clean deformation/animator-friendly rigs with efficent performance and easy to use.
Solution
Built modular Rigging systems in Autodeks Maya with Python and Mel , optimized for mobile performance while maintaining high-quality deformation.
Technical Details
- Noise-driven dissolve with edge emission and configurable burn color
- Procedural energy shield with fresnel glow and impact ripple via C# material property injection
- Multi-layer outline pass using stencil buffer — no post-process dependency
- Hit-flash shader with adjustable color, intensity, and fall-off curve
- All shaders authored in URP Shader Graph with HLSL custom function nodes for performance-critical paths
Tools Used
Highlights of rigging and animation work across multiple mobile game projects.

Makeover Match - Characters Line Up
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Lilys Garden - Character Rigging demostration




