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Body Rigger
Unannounced | Body Rigger​
2025-present
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For this upcoming, unreleased film, I worked as a 3D Rigger on a highly stylized animation project. My role focused on building body rigs across a wide range of characters, using a system of push joints and carefully refined skinning to achieve high-quality, expressive deformations that supported the show’s unique visual style.

Facial Rigger
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Unannounced | Facial Rigger​
 2023-2024

During this time, the studio assigned me to development, where I focused on creating rigging components. I seized this opportunity to enhance existing systems, test new tools, and improve workflows. Additionally, I delved deeper into Python to edit and develop tools that addressed the team's needs. As we ramped up for the next show, I contributed to the creation of unique components that would streamline our process and enable us to achieve high-quality rigs more efficiently during production.

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unannounced
Unannounced | Facial Rigger​
Canceled | April 2022

In this role, I had the opportunity to work on a film that, while ultimately canceled, presented a unique and promising challenge. I focused on animorphic facial rigs and distinctive body rigs, each with its own set of technical difficulties. Tackling these challenges was both engaging and rewarding, allowing me to create high-quality work.

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Iwájú
Iwájú | Facial Rigger​
Released | February 2024

In this film, I worked as a facial rigger, responsible for rigging not only the faces of the cast but also those of the companion creature. From creating blendshapes and skinning to developing custom modules, collaborating with Disney was an incredible and rewarding challenge.

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Hit Pig
Hit Pig | Facial Rigger​
Unreleased | 2022

In this role, I had the opportunity to rig both human and animal faces. From sculpting blendshapes to skinning and creating modular systems, this film presented a fun and rewarding challenge.

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Cursed
Cursed | Rigger​
Released | July 2020

For this film, I rigged the Widow's face using a combination of FACS and custom blendshapes. I also worked on crowd rigging, hero biped rigs, and prop rigging, contributing to a diverse range of character needs.

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