[email protected]
+46 76 020 5107
Malmö
Poured from my heart and soul.
Collaborations between those who I have bonded over in the past two years
The heart of my pride:
Adaptive and none template based-
Rigging tools



[email protected]
Linkedin
+46 76 020 5107
Malmö
I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.

Throughout the span of my portfolio creation, I have worked on three rigs for three different projects.
Two of which are in collaboration with TGA’s game graphics artists and animators to create renders and cinematics, and lastly for my own Motion Capture and Unreal Engine 5 implementation.
Mosquito Man is a collaboration between Rigger (myself), Animator Jonathan Perjons and Character Artist Emilia Georgieva.The project’s goal is to create a cinematic experience to showcase character art, animation and rig.This rig was a grand showcase to prove the wroth of my custom rigging tools, due to the character's unconventional amount of limbs and finger digits.The whole rig took from start to finish; about 4 hours to complete.


Cafe (Manhattan Cafe) is a character from the Japanese game franchise UmaMusume.I had modeled, textured and rigged it with my custom rigging tools during my Chrismas break, which I then motion captured, cleaned up and gameplay implemented into Unreal Engine 5; All by myself.The rig has a lot of hair bones, cloth bones, animal ear bones and accessory bones, which were integrated with bone-based, Pseudo-Physical Plugin (Kawaii Physics Plugin) in Unreal Engine 5 to simulate cloth, accessories, hair, tail and animal ears physics.




The character is armed with a pump action shotgun made of scrap, in which I also modeled, textured and rigged. The gun rig was very interesting to create as it has a lot of moving parts such as the pump itself and the ejecting shells.



Astronaut is a collaborative effort between Character Artist Emil Nilsson, Animator Theo Hübner Sallis and myself (Rigger).The rig features extensive mechanical design and complexity, which posed an interesting challenge to rig and learn; In which I faced head first with my custom rigging tools, in order to learn how to further optimize workflow and pipeline within rigging.



*I have permanent resting-serious-GameDev-face *Hi, I am Tim Lee; Technical Animator at The Game Assembly Malmö.At work, I am a Tech Animator and specialized in rigging with my own custom Python rigging tools. I pride myself most in the speed I rig and the urge to optimize the workflow. I work fast and understand agile workflow, as a respectful team player.Off work, I'm just a guy who loves spending time with my partner and friends, self improvement through workout and rest. I'm always learning and having fun with indie game development; Whether it is blueprinting in Unreal Engine 5 or hobby handheld console development in MicroPython with Raspberry Pi Pico.

This is my longest piece of my portfolio, the plan was to motion capture with our school's Xsens suit, then do a basic motion capture clean up in Motion Builder, then to deeper clean up in Maya by using my custom targeted rig with custom features not achievable in Motion Builder (such as IK stretch); and finally implement all the animation data into Unreal Engine 5 to create a 8 direction locomotion third person shooter demo.From start to finish, model, rig, mocap, implementation; all by myself and my great friend and level designer at PlayDead Gustaf Andersson who provided the wonderful level for the implementation.During the production of this piece, I had learnt so much about the Motion Builder workflow and the MoBu to Maya workflow; From how to clean up raw motion capture data to fine polishing in Maya with custom re-targeted rigs that has rig features MoBu cannot provide.


Spite Oathbound
"Spite Oathbound" was a Diablo-like game project I worked on with other talented students of The Game Assembly. The game's story is described as a Nordic shield maiden slowly donning the mission and fate of a Valkyrie.During the production of the game and as the team's only rigger, I had rigged all six of the characters with the hindsight of sharing three of which (player, melee and range enemy) with the same rig to lighten the load and turnout time; with the results being overwhelming well that I had a lot of extra time to do character animation.
Merle - The Kinda Incompetent Wizard



"Merle - The Kinda Incompetent Wizard was" a 3D platformer based on the indie game "A hat in Time" The story revolves around a semi incompetent wizard bumbling through an ensorcelled castle of a greater wizard. The aspect that differs most from other prior projects I worked on is the requirement to implement Motion Capture, It was an interesting sight to behold and absorb. Our discipline had visited Shark Mob's motion capture to record our data for the project; In which I co-directed with my teammates. Upon receiving the capture data from the studio, I had then started polishing the data with my fellow animator.Our approach to the pipeline was to do basic clean up in Motion Builder first then move on to Maya to re-target the data back on my custom rigs I made for the character.The pipeline was a success and we managed to optimize output time, preserving the likeness of motion capture while enhancing it with my custom rig with stylized rig feature.During the production of the project, I had rigged the only two characters in the game; The wizard and the living armor, they were extensively used in both keyframe and motion capture pipelines, for both gameplay animation and cinematics.Both rigs are made with custom rigging tools + extra feature request (lots of scale controllers) by my keyframe animator.



Throughout my time at The Game Assembly, I have created many rigs with the help of my many scripts that I have written and polished for the past two years; From insects, animals to humanoid, many of which had been used by other animators in order to speed up their workflow as well.I like writing scripts because it speeds up work progress and it is almost instantly gratifying while skipping over common human errors.As a rigger, I like to provide to my animators rigs that they can work with as soon as possible, in order to eliminate down time and increase productivity during the start of productions.






I created my scripts out of necessity and reverse engineering manual tutorials into automated scripts.In my script library, I had reverse engineered TGA's rigging workflow and automated it with Python scripts.
The feature list of TGA's rigging course automated are:
Auto FK, IK, Result skeleton creation with FK/IK switch
Auto FK controller chain
Auto IK controller chain + IK stretch
Auto FK driven IK spine setups
Auto space switches
I had accumulated a universal tool box full of very useful scripts for rigging, and I'm always finding ways to improve it.

Collaborations between those who I have bonded over in the past two years

The heart of my pride:
Adaptive and none template based-
Rigging tools

