REALTIME

Explore the heartbeat of real-time motion. Precision and responsiveness turn every action into instant performance.

REWILDERS: THE LOST OF SPRING

Rewilders: The Lost Spring is an open-world third-person action roguelite developed by Herobeat Studios, the team behind Endling: Extinction Is Forever, planned for PC, PlayStation, Xbox, and Nintendo Switch.

I lead all rigging for the project, managing both characters and creatures. My role involves designing rigs that are optimized for performance on Switch, while maintaining full expressivity for cinematic sequences, including facial performance, body dynamics, and creature-specific deformations.

This requires balancing technical efficiency and artistic fidelity, carefully minimizing clipping, ensuring rigs are flexible, animator-friendly, and capable of supporting gameplay and cutscenes. Every rig I create is built to handle the full spectrum of animation demands across the game.

GONER

Another project I’ve been involved in is Goner, an open-world dinosaur survival game developed in Unreal Engine by the Tenerife-based studio Loco Players. The project is currently on hold due to funding constraints, but it shows strong potential, with a clear focus on immersive ecosystems and player-driven survival in a prehistoric setting.

This project dates back to 2021, during the COVID pandemic, when I started working as a freelancer, and it became my first real hands-on experience with dinosaur rigging.

On this project, I took ownership of all dinosaur rigging produced to date, as well as the cleanup and correction of previously existing rigs. One of the main challenges was reworking those rigs instead of rebuilding them from scratch, which required adapting and stabilizing existing setups while keeping them usable in production.

Across development, I rigged 15+ dinosaurs, along with other creatures from the era and various props. In the video I’m sharing, you can see a selection of the animations created using these rigs, although it only represents a small portion of the overall work done on the project.

TINIES

Another project I contributed to is Tinies, a fast-paced, top-down multiplayer game published by Elixir Games, blending MOBA-style mechanics with accessible, cartoon-driven gameplay.

On this project, I was responsible for character rigging, where the main challenge wasn’t traditional deformation, but building a system capable of handling 2D facial expressions inside a 3D pipeline while remaining fully compatible with the game engine.

To solve this, I developed a UV-based workflow that allowed facial features such as eyes, mouths, and noses to be swapped by animating texture coordinates directly. These UV offsets were then read and driven in Unity through code, enabling a flexible and performant system that kept the characters expressive without relying on complex geometry or heavy rigs.

This approach made it possible to maintain a lightweight setup while still achieving a wide range of expressions, fully integrated into gameplay and scalable across multiple characters.

seekers of skyveil

Seekers of Skyveil, a stylized PvPvE extraction RPG developed by Elodie Games. I joined the project through Devoted Studios, which gave me the opportunity to integrate directly into the team and contribute to character production.

On this project, I worked on character rigging using mGear, handling several in-game characters within an established pipeline. The main challenge here was straightforward but demanding: learning mGear in a very short time and getting up to speed quickly enough to match the team’s workflow and production standards.

Once integrated, the focus shifted to clean, reliable skinning, ensuring solid deformations that held up both in gameplay and across different character types. It was a great experience in adapting fast, working within an existing system, and delivering production-ready rigs under tight timelines.

masks of the void: origins

Another recent game I worked on is Masks of the Void, a stylized action adventure officially released by RollDBox Games. The title stands out for its atmospheric world and expressive characters built with a striking low‑poly art style.

On this project, I was responsible for all character rigging, where a key challenge was achieving clean, expressive deformations with very low polygon counts. To solve this, I crafted optimized skinning and adaptive joint setups that preserved silhouette and motion quality while keeping performance strong in both gameplay and cinematic moments.

ALEX & ARTY

And ofcourse, Alex & Arti, a character‑driven adventure officially released by RollDBox Games. The title blends engaging exploration with expressive, low‑poly visuals that give the world a unique and stylized personality.

On this project, I was responsible for all creature rigging, facing a similar challenge to Masks of the Void:Origins, making rigs deform cleanly and naturally despite very low polygon counts. Instead of fighting the low-poly constraints, I used them as a guide, building rigs that let minimal geometry move with clarity and purpose while staying efficient in real time.

MOre comming soon…..

REALTIME

Explore the heartbeat of real-time motion. Precision and responsiveness turn every action into instant performance.

REWILDERS: THE LOST OF SPRING

Rewilders: The Lost Spring is an open-world third-person action roguelite developed by Herobeat Studios, the team behind Endling: Extinction Is Forever, planned for PC, PlayStation, Xbox, and Nintendo Switch.

I lead all rigging for the project, managing both characters and creatures. My role involves designing rigs that are optimized for performance on Switch, while maintaining full expressivity for cinematic sequences, including facial performance, body dynamics, and creature-specific deformations.

This requires balancing technical efficiency and artistic fidelity, carefully minimizing clipping, ensuring rigs are flexible, animator-friendly, and capable of supporting gameplay and cutscenes. Every rig I create is built to handle the full spectrum of animation demands across the game.

GONER

Another project I’ve been involved in is Goner, an open-world dinosaur survival game developed in Unreal Engine by the Tenerife-based studio Loco Players. The project is currently on hold due to funding constraints, but it shows strong potential, with a clear focus on immersive ecosystems and player-driven survival in a prehistoric setting.

This project dates back to 2021, during the COVID pandemic, when I started working as a freelancer, and it became my first real hands-on experience with dinosaur rigging.

On this project, I took ownership of all dinosaur rigging produced to date, as well as the cleanup and correction of previously existing rigs. One of the main challenges was reworking those rigs instead of rebuilding them from scratch, which required adapting and stabilizing existing setups while keeping them usable in production.

Across development, I rigged 15+ dinosaurs, along with other creatures from the era and various props. In the video I’m sharing, you can see a selection of the animations created using these rigs, although it only represents a small portion of the overall work done on the project.

TINIES

Another project I contributed to is Tinies, a fast-paced, top-down multiplayer game published by Elixir Games, blending MOBA-style mechanics with accessible, cartoon-driven gameplay.

On this project, I was responsible for character rigging, where the main challenge wasn’t traditional deformation, but building a system capable of handling 2D facial expressions inside a 3D pipeline while remaining fully compatible with the game engine.

To solve this, I developed a UV-based workflow that allowed facial features such as eyes, mouths, and noses to be swapped by animating texture coordinates directly. These UV offsets were then read and driven in Unity through code, enabling a flexible and performant system that kept the characters expressive without relying on complex geometry or heavy rigs.

This approach made it possible to maintain a lightweight setup while still achieving a wide range of expressions, fully integrated into gameplay and scalable across multiple characters.

seekers of skyveil

Seekers of Skyveil, a stylized PvPvE extraction RPG developed by Elodie Games. I joined the project through Devoted Studios, which gave me the opportunity to integrate directly into the team and contribute to character production.

On this project, I worked on character rigging using mGear, handling several in-game characters within an established pipeline. The main challenge here was straightforward but demanding: learning mGear in a very short time and getting up to speed quickly enough to match the team’s workflow and production standards.

Once integrated, the focus shifted to clean, reliable skinning, ensuring solid deformations that held up both in gameplay and across different character types. It was a great experience in adapting fast, working within an existing system, and delivering production-ready rigs under tight timelines.

masks of the void: origins

Another recent game I worked on is Masks of the Void, a stylized action adventure officially released by RollDBox Games. The title stands out for its atmospheric world and expressive characters built with a striking low‑poly art style.

On this project, I was responsible for all character rigging, where a key challenge was achieving clean, expressive deformations with very low polygon counts. To solve this, I crafted optimized skinning and adaptive joint setups that preserved silhouette and motion quality while keeping performance strong in both gameplay and cinematic moments.

ALEX & ARTY

And ofcourse, Alex & Arti, a character‑driven adventure officially released by RollDBox Games. The title blends engaging exploration with expressive, low‑poly visuals that give the world a unique and stylized personality.

On this project, I was responsible for all creature rigging, facing a similar challenge to Masks of the Void:Origins, making rigs deform cleanly and naturally despite very low polygon counts. Instead of fighting the low-poly constraints, I used them as a guide, building rigs that let minimal geometry move with clarity and purpose while staying efficient in real time.

MOre comming soon…..

REALTIME

Explore the heartbeat of real-time motion. Precision and responsiveness turn every action into instant performance.

REWILDERS: THE LOST OF SPRING

Rewilders: The Lost Spring is an open-world third-person action roguelite developed by Herobeat Studios, the team behind Endling: Extinction Is Forever, planned for PC, PlayStation, Xbox, and Nintendo Switch.

I lead all rigging for the project, managing both characters and creatures. My role involves designing rigs that are optimized for performance on Switch, while maintaining full expressivity for cinematic sequences, including facial performance, body dynamics, and creature-specific deformations.

This requires balancing technical efficiency and artistic fidelity, carefully minimizing clipping, ensuring rigs are flexible, animator-friendly, and capable of supporting gameplay and cutscenes. Every rig I create is built to handle the full spectrum of animation demands across the game.

GONER

Another project I’ve been involved in is Goner, an open-world dinosaur survival game developed in Unreal Engine by the Tenerife-based studio Loco Players. The project is currently on hold due to funding constraints, but it shows strong potential, with a clear focus on immersive ecosystems and player-driven survival in a prehistoric setting.

This project dates back to 2021, during the COVID pandemic, when I started working as a freelancer, and it became my first real hands-on experience with dinosaur rigging.

On this project, I took ownership of all dinosaur rigging produced to date, as well as the cleanup and correction of previously existing rigs. One of the main challenges was reworking those rigs instead of rebuilding them from scratch, which required adapting and stabilizing existing setups while keeping them usable in production.

Across development, I rigged 15+ dinosaurs, along with other creatures from the era and various props. In the video I’m sharing, you can see a selection of the animations created using these rigs, although it only represents a small portion of the overall work done on the project.

TINIES

Another project I contributed to is Tinies, a fast-paced, top-down multiplayer game published by Elixir Games, blending MOBA-style mechanics with accessible, cartoon-driven gameplay.

On this project, I was responsible for character rigging, where the main challenge wasn’t traditional deformation, but building a system capable of handling 2D facial expressions inside a 3D pipeline while remaining fully compatible with the game engine.

To solve this, I developed a UV-based workflow that allowed facial features such as eyes, mouths, and noses to be swapped by animating texture coordinates directly. These UV offsets were then read and driven in Unity through code, enabling a flexible and performant system that kept the characters expressive without relying on complex geometry or heavy rigs.

This approach made it possible to maintain a lightweight setup while still achieving a wide range of expressions, fully integrated into gameplay and scalable across multiple characters.

seekers of skyveil

Seekers of Skyveil, a stylized PvPvE extraction RPG developed by Elodie Games. I joined the project through Devoted Studios, which gave me the opportunity to integrate directly into the team and contribute to character production.

On this project, I worked on character rigging using mGear, handling several in-game characters within an established pipeline. The main challenge here was straightforward but demanding: learning mGear in a very short time and getting up to speed quickly enough to match the team’s workflow and production standards.

Once integrated, the focus shifted to clean, reliable skinning, ensuring solid deformations that held up both in gameplay and across different character types. It was a great experience in adapting fast, working within an existing system, and delivering production-ready rigs under tight timelines.

masks of the void: origins

Another recent game I worked on is Masks of the Void, a stylized action adventure officially released by RollDBox Games. The title stands out for its atmospheric world and expressive characters built with a striking low‑poly art style.

On this project, I was responsible for all character rigging, where a key challenge was achieving clean, expressive deformations with very low polygon counts. To solve this, I crafted optimized skinning and adaptive joint setups that preserved silhouette and motion quality while keeping performance strong in both gameplay and cinematic moments.

ALEX & ARTY

And ofcourse, Alex & Arti, a character‑driven adventure officially released by RollDBox Games. The title blends engaging exploration with expressive, low‑poly visuals that give the world a unique and stylized personality.

On this project, I was responsible for all creature rigging, facing a similar challenge to Masks of the Void:Origins, making rigs deform cleanly and naturally despite very low polygon counts. Instead of fighting the low-poly constraints, I used them as a guide, building rigs that let minimal geometry move with clarity and purpose while staying efficient in real time.

MOre comming soon…..

Create a free website with Framer, the website builder loved by startups, designers and agencies.