Developed integrated character systems spanning rigging, animation, and rendering to evaluate motion quality, deformation, and real-time performance.
Built and rigged stylized characters and mechanical assets, focusing on clean topology, joint hierarchy, and predictable, controllable motion across gameplay and animation contexts.
Used this work as a pipeline testbed to validate animation behavior, shading approaches, and cross-platform performance. Comfortable adapting rigs for use in game engines and real-time interaction systems.
Key Systems
• Character rigging systems (biped + mechanical)
• Deformation testing and motion validation
• Joint hierarchy design and control systems
• Animation system testing (pose, timing, weight)
• Shader and rendering evaluation (Matcap, NPR)
• Pipeline validation for real-time integration
Tools: Blender | Unity (integration testing) | Shapelab VR