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.
control rigs, facial rigs, FK/IK systems, space switching, constraints, stretchy limbs, twist systems
corrective shapes / pose space deformation, volume preservation, deformation troubleshooting
auto-rig helpers, UI tools, exporters, validators, batch utilities, animator quality-of-life tools
node-based setups for generating/maintaining structures, reusable graphs, procedural utilities
rig checks, asset standards, documentation, handoff tooling for animation and layout