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Technical Artist
Rigging. Tools. Procedural Workflows.

From deformation to deployment: rigs, tools, and procedural workflows built for real productions.
Maya Unreal Engine Blender EmberGen

Specializing in character rigging (biped/quadruped/stylized), with strong experience in tools development and procedural node workflows (Geometry Nodes–style systems across DCCs).

I bridge art and engineering: clean rigs, reliable automation, and workflows that reduce iteration time for animators and artists.

[ VIDEO SEQUENCE OFFLINE ]
AWAITING SIGNAL...

Core Capabilities

[ IMAGE: RIGGING_SYS ]

Character Rigging

control rigs, facial rigs, FK/IK systems, space switching, constraints, stretchy limbs, twist systems

[ IMAGE: WT_PAINT ]

Deformation & Skinning

corrective shapes / pose space deformation, volume preservation, deformation troubleshooting

[ IMAGE: UI_TOOL ]

Tools Development

auto-rig helpers, UI tools, exporters, validators, batch utilities, animator quality-of-life tools

[ IMAGE: NODE_GRAPH ]

Procedural Node Systems

node-based setups for generating/maintaining structures, reusable graphs, procedural utilities

[ IMAGE: PIPELINE ]

Pipeline Integration

rig checks, asset standards, documentation, handoff tooling for animation and layout

Character Rigging [ VIDEO PREVIEW: CAPABILITY DEMO ]