I am a 3D Technical Artist working in the Gaming/Animation industry. writing the real-time sharers, rigging characters, developing the games, tools, scripts, and plugins inside and out of the content creation packages used on my teams, as well as designing, creating, and maintaining art pipelines. Focusing primarily on in-game rigging, with expertise in both game and film/cinematic related character setup.
I have the unique ability to manage multidisciplinary projects and to navigate complex challenges arising in the production pipeline. But one thing that my actual experience has taught me that my professional value comes boiling down to these points: Working closely with multi departments,
Never say die attitude. I don’t care who gets the credit, but I always want to win.
Technology, games, and the arts are my passions. I am a self-taught, self-motivated technical/rigging artist. I enjoy problem solving, develop rig systems, pipelines and tools to support the animation and art teams. Work closely with programmers to plan, develop and ameliorate both the character and environment pipelines. Learn new techniques from different sources to overcome the many obstacles that arise in a game production.I started my career as a 3d artist, but I got engaged with rigging, for first 3 year just created rigs. After that I got close to the Maya script (Mel, Python). I decided to learn it by myself and I taught myself, it was 2-year hard long journey to understand the programming, however
I was from a non-technical field (graduated in economics) but I did it easily.I failed many times, but started again and again to achieve my goal.