Currently the Lead Rigging Artist at Grinding Gear Games. I oversee any rigging related tasks that is required for the production of both Path of Exile and its sequel Path of Exile 2. I also work with other departments in creating tools to better speed up production pipelines or develop new tools and new methods required for rigging and animation.
I graduated Bachelor of Arts in Animation from De La Salle - College of St. Benilde. I got my start in a small studio where I had my OJT as well. Over the years I've experienced working in other studios both for movie, tv and game production.
In charge of overseeing all rigging related tasks required to produce Path of Exile.
Developing different tools for rigging and animation pipelines to allow more efficient production.
Tasked to setup up character and facial rigs as well as various prop rigs. I also helped in making simple tools for rigging using MEL and Python.
I modeled and textured a backgrounds and characters. But I was mostly assigned to animation.
I was in charge of one of the character designs for a short call ZUforce. During my stay there I had experience on modeling character, environments, props, as well as texturing. Character rigging and animation, particle effects and dynamics, compositing using Nuke.
I was one of the two 3D artists in the studio. During the period of my stay I worked on the 4th season of the show. We took the original character already present in the show and integrated them to 3D. I was in charge of modeling, texturing, animating, and compositing the shorts every episode.