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
-Developed various rigs for characters and props in Maya
Character physics setup pipeline @ Deep Motion
-Led design and development of automated physics configuration system of in-house engine, enabling high quality 3d character, reducing setup time by 90%
Character cloth simulation @ Electronic Arts
-Developed in-game cloth simulation in EA Frostbite engine
Character prototyping system @ Electronic Arts
-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
-Developed in Maya with Python
-Sync facial base mesh edits across hundreds of blend shape targets with one click
-Handle both base mesh shape change (with same vertices) and vertex change (with new vertices added)
Muscle jiggle deformer @ Personal Project
-Developed muscle jiggle deformer of Maya plug-in with C++
Realistic human facial rigging @ Personal Project
-Developed a realistic facial rig in Maya
Custom aim constraint in Maya @ Personal Project
-Developed a custom aim constraint in Maya
Wave deformer in Maya @ Personal Project
-Developed a custom wave deformer plug-in in Maya
Collider deformer in Maya @ Personal Project
-Developed a custom collider deformer plug-in with C++ in Maya
Goddess body + facial rig @ Personal Project
-Developed body + facial rig in 3DS Max