Separated deform rig
Deform skeleton isolated from animator controls — keeps the rig clean for animation and the deform stable for skinning iteration.

Player heroes, modular enemy systems, stylized rerigs, and AI-assisted facial pipelines — built in Blender, ready for game and short-form pipelines. Each case study breaks down what the rig is for, the production constraint it had to meet, and the demo reels that ship with it.
Player-character rig for Talon Moon. Combat-ready skeleton with full FK/IK switching, facial controls, and outfit-swap support across multiple gear sets. Designed to handle stylized combat readability while supporting deep customization.
Modular rig system supporting all five Shin’Kari variants — Clubber, Crossbow, Runt, Shawman, Stalwart — built around a shared skeleton with per-variant control overlays for weapon swaps and unique behavior. One base, five readable silhouettes.
Salena is an experiment in hybrid AI/traditional pipelines. The character was iterated through generative renditions before the final design was rigged with a portrait-driven facial system. Nine emote shapes drive the face rig — letting the character perform high-readability lip-sync and emotional reactions without a complex blendshape network.
Iterating on Salena’s silhouette and palette through generative passes — each rendition refines costume detail, color, and proportion until the final character locks in. The turnaround pass produces multi-angle reference for body and face rigging.





Nine driving expressions form the basis of Salena’s face rig. Each portrait is a target shape blended through the rig’s facial system, enabling lip-sync, emotional performance, and rapid expression composition.

Complete stylized rerig of Queen Marika built on a separated deform foundation. Animator-facing controls layered on top: FK/IK switching, layered B-bones for clean stylized deform, dynamic foot/heel system, full physics on hair, cloth, and accessories, plus animated accessory controls.
Deform skeleton isolated from animator controls — keeps the rig clean for animation and the deform stable for skinning iteration.

Animated control for switching between forward and inverse kinematics on the arms with seamless pose matching.
Hierarchical bendy-bone structure that delivers clean stylized deformation along the spine and limbs.

Multiple layers of B-bone deformation stacked together for finer control over twist, curve, and squash where the model needs it.

Flexible foot rig with continuous height adjustment and seamless heel/flat transition — plus a complete foot-roll mechanic for stylized walking.
Toggleable physics simulation on hair, cloth, and accessories — animators can switch between baked and live simulation per shot.

Dedicated controls for jewelry, crown, and other accessories — each with its own animated visibility and override.

Mascot character rig built for animated branding work — expressive controls tuned for short-form social and motion-design pieces.
Master rig templates supporting an SV production: standardized skeleton, control hierarchy, and reusable deform layers for fast character setup across an episodic pipeline.
A grab-bag of additional rigs — a quadruped creature rig and expression-driven facial rigs for Talon Moon's supporting cast.