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Tech Art

Dog rigging @ Deep Motion


-Built a production-ready dog rig in Maya to enable realistic interaction in a VR dog petting game

Character body + facial rigging @ Traceback Studios


-Worked for award winning animation short file: One Per Person

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-Developed various rigs for characters and props in Maya

Character physics setup pipeline @ Deep Motion

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-Led design and development of automated physics configuration system of in-house engine, enabling high quality 3d character, reducing setup time by 90%

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Character cloth simulation @ Electronic Arts


-Developed in-game cloth simulation in EA Frostbite engine

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Character prototyping system @ Electronic Arts

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-Led design and development of a character procedural prototyping system, accelerating character development iteration speed by 50% via parametric modeling, rigging, animation, and in-game set-up
 

BlendSync tool @ Personal Project

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-Developed in Maya with Python​

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-Sync facial base mesh edits across hundreds of blend shape targets with one click

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-Handle both base mesh shape change (with same vertices) and vertex change (with new vertices added)​

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Muscle jiggle deformer @ Personal Project

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-Developed muscle jiggle deformer of Maya plug-in with C++

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Realistic human facial rigging @ Personal Project


-Developed a realistic facial rig in Maya

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Custom aim constraint in Maya @ Personal Project


-Developed a custom aim constraint in Maya

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Wave deformer in Maya @ Personal Project


-Developed a custom wave deformer plug-in in Maya

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Collider deformer in Maya @ Personal Project


-Developed a custom collider deformer plug-in  with C++ in Maya

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Goddess body + facial rig @ Personal Project


-Developed body + facial rig in 3DS Max

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