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.