Hi, I am a seasoned Rigging Supervisor with almost 15 years of professional experience in
VFX, feature animation, and game development.
I am currently exploring emerging technologies of digital avatars as a Lead Technical artist
at ReadyPlayerMe. I am responsible for Facial and body rigging, technical art leadership
and cross department and team communication, as well as management and mentoring of
a small (10 people strong) art department.
Before that I was privileged to work as a Rigging Supervisor for Europe at ScanlineVFX. I
was initially hired to lead a team of rigging artists based in Europe but quickly proved that
my experience and expertise could be instrumental in bidding, resource management,
cross-department communications and more. So I was promoted to a Rigging Supervisor.
In this role, I overlooked and helped to shape the rigging pipeline, took ownership over
rigging for multiple shows and helped to bid for resources as well as make strategic
decisions over the rigging approach, supported rigs during production, led a team of
artists, overviewed their work and mentored junior riggers. Finally, I provided cross-
department communications to make sure all the best practices were in place for adjacent
departments, and all the needs of the animation department and layout department were
met by my rigging team.
Also, I was a Rigging Lead at Axis Studios working mainly on feature animation-style
pieces such as "Love Death and Robots", "Valorant", and "Diablo remastered". I worked in
a fast-paced environment as smaller pieces tend to have a quick turnaround, thus I have
learned and come up with a lot of creative solutions to keep up with the deadlines without
compromising quality.
I have experience working in the techanim department at MPC Film. Where I was involved
in the shot finalising, adding final touches to deformation and adding secondary motion, as
well as simulated cloth and fur dynamics.
During my career, I have proven to be a valuable asset to any production environment and
successfully delivered numerous projects. I am team-oriented, easy to learn, self-
motivated, and can quickly switch to new software, technologies, and tools.
As soon as I got promoted to rigging Supervisor, I got more involved in bidding on shows, allocating resources to deliver shows on time, pipeline development, team development, and cross-department communications.
As a rigging lead, I was responsible for character and facial rigging, as well as team leadership, junior artists mentoring, and reviewing of artist's rigs.
I was involved in bidding for rigging on the shows, cross-department communication, and reviewing artist's work. Successfully mentored and supported junior artists. Delivered top-quality shows such as "Love Death and Robots".
I was responsible for character and facial rigging for both stylized and realistic characters. I worked in a dynamic and fast-paced environment and brought top-quality deformations under strict deadlines.
During my time in MPC Film Montreal I was responsible for shot finalising, technical animation, and variety of soft body, cloth and fur simulations.
I was responsible for the body and facial rigging of cinematic and game characters for the major titles.
I worked in 3ds Max and Maya on biped, quadruped, mechanical and organic props and character rigs.
On a tv-series "Cosmi Academy" I was responsible for character and props rigging, worked on a wide range of bipedal, quadruped and all sorts of not typical - alien characters rigs in Maya, including the show's main cast character "Li"
I worked on all sorts of prop rigs from relatively simple objects, books, containers, and doors, to highly sophisticated mechanisms, robots, alien flowers, etc.
I was also responsible for cloth and wire simulations in Maya using Qualoth, nCloth and nHair.
I supported the modelling team to keep up with best practices for rigging to get the highest quality of deformations.
QA, reviewed and mentored other riggers.
I was responsible for the 3D mascot of the "2nd European Games in Minsk" creation.
My task was to model, texture, groom, and rig this character using Zbrush and Substance Painter for modelling and texturing, Marvelous Designer for the mascot's clothes, and 3ds Max for grooming with "Shave and Haircut" and rigging.
I worked under heavy pressure and extremely tight deadlines.
I worked as a character and props rigger on shows like "Fantasy Patrol", "Leo & Tig", "Heroes of Envell".
Providing rigging in Maya using the studio tools, worked on a wide variety of cartoony animal rigs, as well as humans and mechanical props, mechanical helicopter toy with a lot of belt transmissions, for example.
I worked on promo videos for slot games as a character rigger.
I was responsible for rigid body simulation, cloth simulation, rigging (for cinematic and in-game pre-rendered characters), and lighting of in-game animated icons and backgrounds.
I worked on a wide variety of architectural projects, ranging from loghouses to high rises and city blocks.
Used 3ds Max and Vray to model, texture, light and render stills and animations.