Facial Animation
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Unreal Engine Animation Facial Linked Layer Interface Set-up for Player, Story and Ambient Characters
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State Machines with smooth transition between Procedurally Generated & hand keyed data
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Logic for Additive animation with applied offsets that allow reusing base animation for all characters: feminine, masculine, and body types

Face & Body Customisation
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Created assets for Facial Customisation System
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Exported Shapers data from Maya to extract Max and Min Poses for the UE Pose Asset
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Created UE Pose Asset with Shapers sliders for transform & scale of facial features
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Integrated Pose Asset within the Animation Blueprint, making sure it is compatible with the Animation Facial Linked Layer Interface
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Collaborated with Animation Code & Tech Art to create
the Face and Body customisation System for Everywhere -
Maya Tools for mesh parts swapping to allow more efficient skinning pipeline
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UE Character Creator Editor for parts assembly and facial & body animation preview
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Maintaining State Machines for in-game Character Creator
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Technical Animation
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Creating & Maintaining Animation Blueprints & State Machines
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Advanced Locomotion
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Slopes & Stairs
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In Game Cinematic Events
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Emotes and reactions
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Maintaining & Bug Fixing for Animation Bleprints & State Machines
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Combat (Weapons handling)
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Vehicle Handling
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Control Rig Runtime IK Set-up for upper body & lower body
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Runtime Retargetting for characters of various proportions
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Dynamics Set-up for clothing, accessories & hair
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Setting up Physics Asset for Rigid Bodies Dynamics
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ABP logic for Animation Dynamics, Spring & Trail Dynamic nodes
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Close collaboration with Rigging Team on asset set-up/integration
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Rigging
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Bi-pedal Character Rigs: Humanoid Styalised (squash & stretch)
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Vehicle Rigs for Gameplay: both hard & soft skinned with modular parts
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Props & Weapons Rigs: from glasses of water to Assault Rifle
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Skinning work for all assets: using Maya native tools
& NG Skinn Tools
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Assets Integration & LODs optimisation for UE5
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Collaborating on developing a Python modules library that can be used to create more complex tools
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Creating simple Python scripts to automate workflows
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IKs set ups, springs, squash & stretch, skeleton retargetting
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Tech Support for Gameplay Animation Team
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Support for all the tools developed in the house for any DCC packages and software itself: Maya, MoBu, Unreal Engine
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Support for all external Animation tools: LiveLink, AnimBot, SGX Director, Red9
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Support for assets integration and submission:
Unreal Engine, Perforce, Unreal Engine Sync

Tech Art & Pipeline Dev
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SGX Director R&D & DCC Pipeline Development
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Audio + transcript to procedural animation
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Developed pipeline for SGX Director for Unreal Engine & Maya for Meta Humans & custom 3Lateral Rigs
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