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Yuri Muzyria
Yuri Muzyria
Lead Creature Technical Director at Industrial Light & Magic
York, United Kingdom

Summary

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.

Skills

RiggingCloth Simulation3D ModelingTexturingShadingLightingRenderingMarvelous DesignerQualothnHairRigid Body SimulationFur SimulationPhotoshopMayanClothZbrushSubstance Painter3Ds Max

Software proficiency

3ds Max
3ds Max
Maya
Maya
ZBrush
ZBrush
UVLayout
UVLayout
Photoshop
Photoshop
Blackmagic Design Fusion
Blackmagic Design Fusion
After Effects
After Effects
Marvelous Designer
Marvelous Designer

Reel

Productions

    • TV Production
      "Love, Death & Robots" Mason's Rats
    • Year
      2022
    • Role
      Lead Rigging TD
    • Company
      Axis Studios
    • Movie
      Clifford The Big Red Dog
    • Year
      2021
    • Role
      TechAnim (CFX) Artist
    • Company
      MPC film
    • Movie
      The Call of the Wild
    • Year
      2020
    • Role
      TechAnim (CFX) Artist
    • Company
      MPC film
    • TV Production
      Heroes of Envell
    • Year
      2017
    • Role
      Rigger
    • Company
      Parovoz
    • TV Production
      Fantasy Patrol
    • Year
      2017
    • Role
      Rigger
    • Company
      Parovoz
    • TV Production
      Leo & Tig
    • Year
      2017
    • Role
      Rigger
    • Company
      Parovoz

Experience

  • Lead Creature Technical Director (TA) at Industial Light & Magic
    London, GB
    July 2026 - Present

  • Sr Creature Technical Director at Industial Light & Magic
    London, GB
    January 2026 - July 2026

  • Rigging Artist at Netflix Animation Studio
    York, GB
    October 2025 - December 2025

  • Lead Technical Artist at Ready Player Me
    York, GB
    November 2024 - October 2025

  • Character Rigger at Ready Player Me
    Glasgow, GB
    June 2024 - November 2024

  • Rigging Supervisor for Europe at Scanline VFX
    London, GB
    September 2022 - April 2024

    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.

  • Rigging Lead at Scanline VFX
    London, GB
    March 2022 - September 2022

    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.

  • Lead Rigging TD at Axis Studios
    Glasgow, GB
    August 2021 - March 2022

    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".

  • Rigging TD at Axis Studios
    Glasgow, GB
    May 2020 - August 2021

    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.

  • TechAnim (CFX) Artist at MPC film
    Montreal, CA
    July 2019 - April 2020

    During my time in MPC Film Montreal I was responsible for shot finalising, technical animation, and variety of soft body, cloth and fur simulations.

  • 3D Generalist / Character Rigger at Fox3d
    Tallinn, EE
    November 2012 - July 2019

    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.

  • Character Rigger at White Ball
    Saint-Petersburg, RU
    January 2017 - April 2019

    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.

  • 3D-Artist at Asterman
    Minsk, BY
    November 2018 - March 2019

    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.

  • Character Rigger at Parovoz
    Moscow, RU
    October 2016 - March 2017

    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.

  • 3D Generalist / Character Rigger at Betsoft Gaming
    February 2011 - February 2017

    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.

  • 3D Rendering Artist (Architectural) at IGraph3D
    Ulyanovsk, RU
    June 2010 - June 2011

    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.