Andy's Global Adventures

Unreal EngineUnreal Engine MayaMaya BlenderBlender

For seasons 2 and 3 of Andy's Global Adventures, I architected the rigging and asset optimization workflow for Unreal Engine. It was a pretty broad project that involved wearing multiple hats across the production.

Using a combination of Maya, Blender, and Unreal, I took charge of rerigging the show's two main hero CG assets—the truck and the Scout robot—ensuring they were robust and production-ready for the team.

Beyond rigging, my responsibilities also spanned across layout art and establishing revision control processes, along with tackling a lot of other technical and generalist challenges along the way.

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Key Responsibilities

  • Asset Workflow Architecture

    Architected the entire rigging and asset optimization workflow for integrating assets smoothly into Unreal Engine.

  • Hero Asset Rerigging

    Reworked and rerigged the two primary hero CG assets, the truck and Scout the robot, using Maya and Unreal.

  • Broad Pipeline Support

    Assisted with layout art, managed revision control, and provided generalist support across a variety of technical tasks.

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