
Character pipelines, animation systems, production tools, and technical leadership across more than two decades of game development.
A selection of production systems, technical initiatives, and R&D spanning Sofimage XSI, Maya, Unity, Unreal Engine, character production, animation, rigging, facial pipelines, motion capture, and artist-facing tools.
Character & Animation Systems
AI Development · AI-Native Tools
FACS · JALI · MetaHuman
Performance Capture · Retargeting
DCC-to-Engine · Control Rig
DCC Export · Character Setup · Physics
Pipeline Strategy · Standards · Mentoring
Independent R&D · Maya · Pipeline · AI
From individual tools to connected production systems.
Over years of production, I evolved character and animation workflows from task-specific tools into interconnected Maya systems built around shared character context, configuration, metadata, and production standards.
Character setup, animation management, export, attachments, mocap, validation, and supporting utilities evolved into parts of the same pipeline rather than isolated tools—sharing context, reducing duplicated setup, and keeping production data consistent across workflows.
For nearly two decades, I designed and evolved Obsidian’s Maya production toolset around a simple idea: tools should understand the production context they operate in.
Character setup, animation management, export, and attachment workflows became interconnected, character-aware applications that shared character context, configuration, metadata, and production conventions rather than functioning as isolated tools.
As production needs expanded, the ecosystem grew to include supporting systems for motion capture, animation picking, batch processing, skinning, validation, metadata, rigging, and other production workflows—creating a common Maya foundation used across character and animation production.


A reusable character architecture designed to support dramatically different proportions and body types while maintaining a consistent rig, animation workflow, and production foundation.
The proportional rig allowed character dimensions and proportions to be manipulated while preserving a common underlying rig structure and familiar animation controls.
Volume Bones extended the proportional rig by allowing localized body volume to be controlled through the skeleton—enabling the same character geometry to transition across different body types, including male and female forms.


Originally developed during The Outer Worlds, the system established a common character architecture that could accommodate different body proportions while preserving rig structure, controls, controller shapes, and skinning information.
The architecture continued to evolve and was carried forward into later production workflows, including Avowed and Grounded—reducing the need to rebuild character infrastructure for every new production.
Reuse character meshes across body types, reducing duplicated assets and runtime memory.
Preserve and reuse skinning data across compatible character variations.
Maintain consistent controls across characters, giving animators familiar workflows.
Explore new characters and body types quickly from a production-ready foundation.
Adjust height, build, silhouette, and proportions without rebuilding the character pipeline.
Reuse rigs, meshes, skinning, animation infrastructure, and established workflows.
AI became part of my workflow first as a development accelerator—supporting faster prototyping, iteration, debugging, and development of production tools.
PROMPT → CODE → ITERATE → TOOL
ARTIST INTENT → AI → CURATED APIs → PRODUCTION ACTIONS
At Obsidian, I incorporated AI-assisted development into production-tool R&D to accelerate Python development, prototyping, debugging, and iteration.The goal wasn't to replace technical decision-making, but to shorten the distance between an identified production problem and a working solution—while keeping architecture, implementation decisions, testing, and production responsibility in the hands of the developer.
INDEPENDENT R&D / CORE FLOW TOOLS
Core Flow is an independent R&D project exploring AI as a shared capability within the production-tool architecture. Applications expose curated APIs that give AI controlled access to production workflows, allowing high-level artist intent to coordinate actions across animation, characters, scene data, and pipeline systems while keeping operations reviewable and undoable.
In AnimHub, natural-language intent can coordinate multi-step animation operations across Maya and Core Flow—for example, reorganizing Time Editor clips, synchronizing them with AnimHub takes, and baking the resulting animation back into the scene.
Core Flow's AI layer can also translate higher-level production requirements into reusable automation. In Batch, instructions can include file context, external tools, conditional logic, iteration, naming conventions, and safety limits.

ANTHROPIC · OPENAI · GEMINI · EXTENSIBLE PROVIDER ARCHITECTUREMetaHuman · JALI · FaceFX · Facial Pipeline Development
Over multiple generations of production, I helped architect and evolve facial rigging and animation workflows—from internally developed facial rigs and FACS-compatible systems to FaceFX, JALI-driven animation, external rig co-development, and eventually MetaHuman-based workflows.
The overall architecture/evolution.
Over multiple generations of production, I helped architect and evolve facial rigging and animation workflows—from internally developed facial rigs and FACS-compatible systems to FaceFX, JALI-driven animation, external rig co-development, and eventually MetaHuman-based workflows.
The co-development/outsource integration story.
As facial production requirements grew, I spearheaded R&D with Humain Studios to make externally produced facial rigs compatible with our internal character and animation pipeline. This established a repeatable relationship between outsourced rig production and the studio's internal standards, tools, and workflows.
Bringing the modern facial pipeline back in-house and integrating MetaHuman into the studio character pipeline.
The pipeline later evolved toward MetaHuman, bringing more of the facial rigging and animation technology back under direct studio control while providing a modern foundation for performance-driven facial animation.Faceware technology was also used for in-house facial performance capture for cinematic sequences.

Custom Geometry → MetaHumanCustom character geometry and topology were conformed to the MetaHuman standard using tools such as Wrap. The resulting mesh was then brought back into Maya, where the geometry could be separated and prepared for the character pipeline while preserving the topology required for MetaHuman compatibility.

Back into Maya / Facial SetupFACIAL RIG & JALI INTEGRATIONOnce the character was conformed, it returned to Maya for facial and character setup. The production rig was layered onto the MetaHuman-compatible character, including the control-rig structure and JALI integration required by the existing facial animation pipeline.

Advanced SkeletonSTANDARDIZING THE PRODUCTION CONTROL RIGAdvanced Skeleton became the foundation for the Maya control-rig workflow. Its support for MetaHuman characters, combined with a non-destructive rebuild process, allowed a consistent rigging approach to be applied across very different character proportions while retaining a unified production workflow.

Maya ↔ UnrealCONNECTING DCC AUTHORING BACK TO UNREALThe completed character was then brought back into Unreal, reconnecting the MetaHuman DNA and engine-side facial systems with the Maya-authored production rig. This completed the round-trip workflow between Unreal and Maya while preserving the data required by the MetaHuman pipeline.
LEGACY → ADVANCED SKELETONThousands of existing animations had to move from the legacy control rig to a fundamentally different MetaHuman / Advanced Skeleton architecture while preserving the original performance.
PRESERVE PRODUCTION DATAThe conversion was designed to retain existing scene data—including animation layers, takes, attached props and weapons, helper objects, references, and other production dependencies.

AUTOMATED TRANSFER & VALIDATIONInterconnected transfer tools supported both guided artist workflows and full batch processing, while validation identified broken references, outdated paths, and scenes requiring manual attention.

DCC → UNREAL MIGRATIONMigrated scenes were validated and exported back into Unreal, replacing legacy assets while preserving existing production data and minimizing disruption to downstream workflows.

Performance Capture · Retargeting · Animation Workflows
Automation · Artist Workflows · Batch Processing · Pipeline Utilities
Control Rig · MetaHuman · DCC-to-Engine Integration
Central Technical Art · Pipeline Strategy · Standards · Mentoring
SCOPE OF TECHNICAL LEADERSHIP & PIPELINE OWNERSHIPDesigned, implemented, led, coordinated, and managed the systems, pipelines, technologies, and partnerships represented below through hands-on development, technical direction, and cross-discipline collaboration.
TECHNOLOGY ROADMAPS
Created and maintained Central Technical Art roadmaps, aligning pipeline initiatives, R&D, and production
priorities.
LEADERSHIP COMMUNICATION
Presented quarterly updates to studio leadership, communicating progress, priorities, technical initiatives, and future direction.
SOFTWARE EVALUATION
Evaluated new software and technologies before acquisition or studio deployment, assessing production value and pipeline compatibility.
PIPELINE DEPLOYMENT
Managed the integration and distribution of new software and tools across artist workflows while maintaining production stability.
LICENSING & CONTINUITY
Partnered with IT to maintain appropriate artist software licensing and resolve access issues before they disrupted production.
STANDARDS & ADOPTION
Established technical standards and helped teams adopt new tools, workflows, and technologies consistently across production.

MODERN INDEPENDENT R&D · MAYA · PIPELINE ARCHITECTURE · AI-ASSISTED WORKFLOWS
Core Flow Tools is an independent, clean-room R&D project built from scratch to explore modern Maya/DCC pipeline architecture, artist workflows, and AI-assisted production. It remains under active development, with systems and workflows continuously evolving through experimentation and iteration.
Explore Core Flow Tools →