During the final year of my studies, I had the opportunity to work as an animator and rig artist on several projects, each developed over the course of one year. I created different rigs and animations, each with their own artistic direction and intent, adapting them throughout production based on feedback to ensure they fit properly within their respective games.
On Sunder, I was the sole animator and rigger on the project.
On Void Fisher, I rigged and animated the creatures.
On Muse, I rigged and animated the animals.
This allowed me to develop a wide range of skills by experimenting, succeeding, failing, and above all learning throughout the process.
Both animation and rigging required a high level of precision to optimize the results, which helped me produce a large number of animations within tight deadlines. For example, the cape in the SUNDER project required specific techniques to achieve fluid and precise control over its movements, which greatly facilitated the animation during complex motion.
I loved collaborating and working within a team (in this case, three teams haha), and we are all proud to have developed and completed these games that we imagined and created from A to Z. Communication played a key role in our success, both internally and with players, allowing us to deliver a polished and memorable experience.
We particularly made an impact with the MUSE project, which won the ESMA 2025 Game of the Year Grand Prize, competing against multiple schools and dozens of games involving hundreds of developers.
These projects were unforgettable experiences for me, and I will continue to nurture and grow the knowledge and skills I gained throughout this program.
TRAILER SUNDER
GAMEPLAY SUNDER
VIEWPORT
Leg RIg
VIEWPORT
SUNDER GAMEPLAY (EARLY ACCESS)
Space Switch Without Plugin
TRAILER MUSE
GAMEPLAY MUSE
GAMEPLAY MUSE
Cat RIg
Pigeon Rig
Sheep Rig
TRAILER VOID FISHER
GAMEPLAY VOID FISHER
Kosmoidon Anim
Koscmoidon Rig
Kosmobula Anim
Kosmobula RIg