Hey there, I'm Louis!
I am a tech animator! I'm passionate about building tools that help animators bring characters to life. I'm skilled in rigging, python scripting to create tools in Maya, implementing characters in engine, managing animation state machines, and creating procedural animations.
Aside from tech animation, I have a background of four years working as a freelance illustrator and graphic designer.
Rigged and implemented player characters into Unreal Engine.
- Created and optimized rigs for player characters, ensuring deformations met quality standards and skeletons were ready for animation retargeting.
Implemented rigged characters in Unreal, set up skeletal meshes and physics assets.
- Set up animation retargeting for characters with different body sizes and proportions, and manually cleaned up animations using Control Rig.
- Collaborated with cross disciplinary teams on integrating new characters and animations into existing systems.
Rigged and skinned creatures and props with smooth deformations and animator friendly controls.
Overhauled the primary locomotion animation system for Project Kyzen in Unreal Engine 5.1.
- Coordinated with the animation team on the creation and implementation of new movement animations, including Idle, 8-Way movement cycles, Starts & Stops, Slides, and Jumps.
- Fine-tuned the transitions, blending and playback of animations.
- Implemented procedural adjustments to animations to be responsive to environment changes.
Designed and implemented a dynamic sliding system using Blueprints in UE5.
- Responsive to player momentum and changes in terrain angle allowing for intuitive movement across different environments and gameplay scenarios.
- Designed intuitive controls for game designers to easily test and fine-tune values, such as speed gain/loss based on terrain angle, supporting rapid iteration and gameplay balancing.
- Optimized for multiplayer in collaboration with the engineering team, ensuring consistent behavior across networked players.
Updated character rig in Maya to enable animators to create animations for new gameplay and combat types.
- Updated rig with new joints and controls to support transition to new combat system.
Design captivating original illustrations, characters, posters, concept art, graphic assets, and storyboards tailored for diverse applications such as independent films, advertising/marketing campaigns, role-playing games, commercial businesses, non-profits, and private commissioners.
Seamlessly integrate myself into any stage of a production process, from crafting original characters and storyboards during pre-production to refining and enhancing marketing images in post-production.
Notable Clients
Hapteam, Ethos, Oakhurst Dairy (through Ethos), Garelick Farms (through Ethos), State of Maine (through Ethos), Outlaw Society Productions (through Hapteam), Magnolia Dragon Consulting, End Stigma End HIV San Antonio.
Redesigned the Texas A&M ESports logo and official team jersey.
Created a distinct visual identity for Texas A&M ESports while adhering to strict university branding guidelines.
Coordinated with 3rd party vendors on the production and distribution of ESports jerseys.
Designed captivating graphics, banners, and posters with a humanities focus.
Authored and meticulously edited content for various communication channels, bolstering the center’s online presence by effectively communicating the center's initiatives and event details.
Corresponded with dozens of post-graduate academic researchers to ensure the timely delivery of project materials.