Character Technical Art Intern for Blizzard
Overwatch
Rigged and defined cloth and ragdoll dynamics for multiple heroes and weapons in Maya using proprietary tools, and tested both in their proprietary engine and in-game, taking them through the entire rigging pipeline
Built multiple accessory prop rigs for a skin, collaborating with animators to implement feedback before passing them to the animation team
Edited and painted accurate weights for multiple heroes, weapons, and environment props in Maya using both Maya's weight paint system and NGSkin Tools
Built LODs for heroes using Maya and Simplygon and implemented them into the game
Implemented rig and model additions for environment props, which I then animated and built blendtrees for
Animated multiple idles and fidget animations for environment and skin props
Autodesk Maya, Proprietary Game Engines
VIDEO TBA
Still an intern!
Technical Animation Intern for Raven Software
Call of Duty: Black Ops 7 & Call of Duty: Warzone
Created and aided in pipeline development for using Houdini cloth in cinematics and future in-game use through Houdini, Maya, and in-game engine
Documented and collaborated with my team to teach this pipeline to others and creatre thorough written and recorded documentation for futurer use
Rigged ragdoll dynamics for in-game enemies in Maya using proprietary tools and testing in-engine
Edited and painted accurate weights for in-game enemies in Maya using both Maya's weight paint system and NGSkin Tools
Worked with multiple teams to create cinematic cloth and hair simulations for the Warzone Marketplace
Houdini, Autodesk Maya, Proprietary Game Engines
"CAT" RIg
Hair Dynamics, Look development, and Custom Shaders for a Personal 3D Character Project
Squash and stretch of the body rig
IK / FK Space switch matching
IK / FK Fingers
Joint based facial rig
Hair rig is joint constraint based rather than simulated physics, allowing more control and real-time motion
Hair rig able to be posed and keyframed even when physics are enabled and used
Hair rig contains a falloff system that has the "physics" affect the end of the hair more than the root via equation-driven drivers, with adjustable "physics" intensity per section of hair
Concept Design by Phoebe Chou
Blender 3D / Substance Painter
Creature Rig for Guardian's Lament 3D Short Film
This rig was first created on an anatomical skeleton I modeled in order to put the joints in the best places, considering her unique anatomy and muscle structure. This also aided in our pipeline, allowing the rig to be started while the model was still in process, as long as it followed the basic anatomy.
This fully custom rig features:
FK to auto-overlap switch for ears, whiskers, and tail leaves with adjustable strength, using an altered, custom script of Maya's Bonus Tools
Adjustable and toggle-able squash and stretch for legs, body, tail, and neck
Knee, Elbow, Ankle, and Wrist pinning
Ik/Fk switches for tail, legs, and front claws
Full facial rig and facial picker done using a both blendshapes and joints for animation ease and sticking to character expression sheet
Created Maya scripts to aid in implementation of auto-overlap creation, fk-control creation, self-group creation, etc.
Animations by Daniel Nimori and Nhan Nguyen
Autodesk Maya
Unreal First Person Game Movement Demo
Custom model and rig based upon the UE5 Mannequin with weapon capability and custom animations. Implemented into UE5 with a custom character and animation blueprint, featuring:
Equipping and unequipping the cane for both running and attacking
Procedural animation for turning, jumping, and wall collision
Logic surrounding when the user is able to attack based upon equip and run stance
Character Inspiration: Kaz Brekker by Leigh Bardugo's Six of Crows
Head Rig of "Hades"
Asymmetrical and head rig featuring 15 expression-based eye rigs.
Containing:
Neck/Spine head control, and two jaw controls for maximum flexibility
Automatic jitter and twitch for each eye individually
Group and individual control of each eye, or control all at once
Blendshape-based blinks for each individual eye
Concept Design by Phoebe Chou
Autodesk Maya
Custom expression that is used for the automatic eye jitter and eye twitch, edited per-eye to give randomness
Work in Progress Character Rig in Unreal 5.6
Custom digitigrade leg rig with auto matching for IK and FK switching. Construction event calculates pole vectors and auto-colors controls per side.
Goal for this character will be a full control rig in Unreal Engine 5.6, complete with ik/fk hands, and body rig, and clothing rigs for armor.
Unreal Engine 5.6
Rig Creation for 'El Sol' - 3D Explorative game.
Creation of an animation and game-ready rig to be used in a web game engine as well as usable in Unreal.
Featuring:
IK leg and toe controls with offset control for parenting
Shoulder and elbow pole vector for easy adjustment
IK and FK switchable head and neck
IK and FK spine controls with two cogs, one for body acting and one for sliding across the ground
Model by Nicole Padilla, Animation by Reese Parungao
Autodesk Maya
Fur Groom and Hair Generation Practices
Experimentation with procedural fur generation and hair shader creation to achieve a final render.
Houdini | Blender 3D