2024 Unreal Game Pipeline

Rigging Tools

After five years at Bethesda, working within pre-established pipelines built around the aging Creation Engine, I am now focused on creating cutting-edge pipelines for rapid and iterative art content delivery using Unreal Engine and modern DCC workflows and tools. This shift marks a new era of optimizing workflows for both efficiency and creativity. The rigging framework I’ve developed is just a glimpse of the innovations to come, empowering my team to iterate faster and spend less time waiting, enabling a more agile and creative development process. While I no longer specialize in character pipelines, I can still throw down with the best, and I’m always happy to help others more specialized push the boundaries of the pipeline and the art of character creation, ensuring they achieve their goals in advancing both technical and artistic standards.
Shout out to Senior Technical Artist Ben Barker, as he has contributed countless hours over the years to my crazy development ideas.


Mango Pipeline: A Journey of Growth and Innovation

I'm very proud of the work I accomplished with the development of the Mangop Pipeline. It's a single development framework that allows me to write Python applications that function as standalone tools, but can also seamlessly run inside multiple DCC applications like 3ds Max, Maya, Houdini, Nuke, Substance Painter, Substance Designer, Blender, and even the Unreal Engine Editor. This versatility has greatly streamlined workflows and improved integration across various platforms.