Tech Animation(Procedural Animation), FPS Mechanics, Locomotion System and Rigging portfolio filled with work i did on the game Blindfire by Double Eleven as our first IP and foray in FPS games it was a challenge for someone like me who started with very little Unreal Engine and FPS game development experience, but working on this game has pushed my skills further as it helped me understand Unreal Engine in depth, understand blueprints and the locomotion system in unreal engine as well as repurposing Unreal Engine's Metahumans by importing the complicated facial and corrective joints setup into unreal and created a Python plugin that generates a control rig in maya for animators to work with as well as a IK/FK match Tool for animators to seamlessly match IK and FK poses.
Tech Animation for an FPS Game called Blindfire by Double Eleven, I was the Tech Animator for the game working on the procedural animations and FPS Mechanics as well as the animation systems.
Rigging Showreel for the Characters Used in Blindfire, by using the metahuman skeleton setup from unreal engine, managed to bring the skeleton the hierarchy and the complex facial rig in to Maya and created a plugin with Python to generate a Control Rig.