Facial Animation Feature Owner
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Handling Facial Animation Set-ups in Gameplay and Missions for player, main story, combat, civilian & ambient characters
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Unreal Engine Animation Linked Layer Interface Set-up
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State Machines with smooth transition between
Procedurally Generated data & MoCap data
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Logic for Additive animation with applied offsets that allow reusing base animation for all characters
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Collaboration with Code on optimization solutions for MetaHuman & 3Lateral Facial set-up: reducing joint count for both skeleton & animation data, enable/disable Control Rig when necessary, setting up LODs
Technical Animation
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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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Animation Blueprint 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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Vehicle Handling: Steering wheel IK logic
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Creating & Maintaining Animation logic in Missions:
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State Machines for both body & facial animation
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Supporting seamless transitions - collaborating with Code & Tech Design
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UE Level Sequencer Support For Cinematics - both body & face animation
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Maintaining & Bug Fixing for existing Animation Blueprints
& State Machines-
Advanced Locomotion
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Cover & Combat (Weapons handling)
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Slopes & Strairs
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Combat in Vehicles
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Rigging
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Bi-pedal Character Rigs: Realistic Human Rigs,
Hind-legged & unique limbs set-ups for Robots
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Factory Machinery & Robot Rigs: Conveyor belts, Pick & Place Robots with modular attachments
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Vehicle, drone, & plane Rigs for Gameplay & cinematics: both hard & soft skinned with modular parts
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Props & Weapons Rigs: from glasses of water to Pistol & Assault Rifles
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Skinning work for all assets: using Maya native tools
& NG Skin Tools
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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 that automate work: IKs set ups, springs, squash & stretch, skeleton retargetting

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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Collaborating with the Vehicle team & Code for
modular vehicle set-up compatible with cinematics