Hi, I’m Ema C. Salazar, a Rigger Artist and Technical Artist with 4 years of experience in CGI and video game development. I specialize in building production-ready rigging systems focused on clean deformations, animator-friendly workflows, and efficient pipeline integration. I’m passionate about workflow optimization, tool development, and technical problem-solving, creating robust solutions that improve team productivity and streamline production pipelines. I have contributed to AAA-level projects, leading rigging workflows and ensuring seamless character integration, stability, and high-performance results across production environments. My main tools include Maya, mGear, Python/PyMel, and Unreal Engine, with a strong interest in pipeline automation and Technical Animation workflows.

Emanuel C Salazar

Hi, I’m Ema C. Salazar, a Rigger Artist and Technical Artist with 4 years of experience in CGI and video game development. I specialize in building production-ready rigging systems focused on clean deformations, animator-friendly workflows, and efficient pipeline integration. I’m passionate about workflow optimization, tool development, and technical problem-solving, creating robust solutions that improve team productivity and streamline production pipelines. I have contributed to AAA-level projects, leading rigging workflows and ensuring seamless character integration, stability, and high-performance results across production environments. My main tools include Maya, mGear, Python/PyMel, and Unreal Engine, with a strong interest in pipeline automation and Technical Animation workflows.

Available to hire

Hi, I’m Ema C. Salazar, a Rigger Artist and Technical Artist with 4 years of experience in CGI and video game development. I specialize in building production-ready rigging systems focused on clean deformations, animator-friendly workflows, and efficient pipeline integration.

I’m passionate about workflow optimization, tool development, and technical problem-solving, creating robust solutions that improve team productivity and streamline production pipelines. I have contributed to AAA-level projects, leading rigging workflows and ensuring seamless character integration, stability, and high-performance results across production environments.

My main tools include Maya, mGear, Python/PyMel, and Unreal Engine, with a strong interest in pipeline automation and Technical Animation workflows.

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Experience Level

Expert
Intermediate
Intermediate
Beginner

Language

Spanish; Castilian
Fluent
English
Intermediate

Work Experience

Technical Artist at Globant Peru S.A.C.
March 17, 2025 - Present
Working as a Technical Artist focused on pipeline development, asset processing, and workflow automation for large-scale game production environments. Collaborating with multidisciplinary teams to improve production efficiency, troubleshoot pipeline issues, and support game-ready asset integration workflows. Responsible for developing and supporting production pipelines related to Package Description generation, GLB/USD asset workflows, and game-ready content preparation for multiple projects, including Respawn, GLU, and Skate pipelines. Contributing to automation tools and workflow improvements using Python, Maya, and custom production utilities to streamline asset validation, data processing, and integration across production environments. Actively involved in technical problem-solving, pipeline optimization, and scalable workflow development within collaborative AAA production pipelines.
Rigger Artist at Blue Panda Studios
June 30, 2020 - April 29, 2022
Created advanced rigs for characters and assets in 3D animation and video game projects, reporting to the Production Lead. Built long-term client relationships through timely delivery of high-quality projects. Introduced rigging improvements that optimized the animation team’s workflow. Maintained high standards of quality, leading to increased client satisfaction.
Rigger Artist at Maneki Studio
July 31, 2019 - August 30, 2021
Responsible for developing advanced rigs for characters and assets in 3D animation and video games, reporting to the Rigging Supervisor. Created efficient rigs that reduced production times on key projects. Ensured high-quality rigs met the studio’s production standards.
Rigger Artist at Maneki Studio
July 30, 2019 - August 29, 2021
Responsible for developing advanced rigs for characters and assets in 3D animation and video games, reporting to the Rigging Supervisor. Created efficient rigs that reduced production times on key projects. Ensured high-quality rigs met the studio’s production standards.

Education

Master’s degree at INSTITUTE SAN IGNACIO OF LOYOLA (ISIL), Peru
January 1, 2019 - May 21, 2026
Master’s degree, Rigging for Video Games and Animation at KEYFRAME ANIMATION SCHOOL, Mexico
January 1, 2023 - May 21, 2026
Technical Certificate at LIBEL ACADEMY, Colombia
January 1, 2020 - May 21, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment
    Vork'arn | Creature Rigging Reel

    https://www.twine.net/signin

    Creature Rig created for the character “Vork’arn” during my collaboration with Blue Panda Studio.

    This rig was developed using a game-ready workflow for Unreal Engine, while maintaining stable deformation and animation performance inside Maya.

    The character skeleton was adapted using the Unreal Engine Mannequin as a base reference, preserving compatible joint orientations and hierarchy structures for clean retargeting and seamless Unreal Engine integration.

    Main responsibilities:
    • Full body creature rigging
    • Facial rig setup
    • Joint orientation cleanup and hierarchy organization
    • Skinning and deformation pass
    • Animation-ready control system
    • Weight painting adjustments
    • Animator-friendly rig workflow
    • Maya rig implementation for game production

    Focused on:
    • Clean joint orientation
    • Stable skin deformation
    • Unreal-compatible skeleton structure
    • Production-ready animation workflow

    Mechanical Bull Rigging Project

    https://www.twine.net/signin

    Rig Mechanical Bull
    Some rigging from a course I took in Libel Academy.
    Scalable Rig.
    Using IK for the Legs.
    Body and Tail have IK Spline.
    Side arms with IK and Turbines with Automated Movement.
    Finally render in Arnold the character and the controls.
    Modeling belongs to Libel Academy.

    Rigging Reel – 2021 | Master Project

    https://www.twine.net/signin

    This reel showcases my Master Rigging Project developed with Libel Studios.
    The focus was on building production-ready rigs, clean deformation systems, and animator-friendly controls, applying studio-level workflows and best practices.
    This project represents a major step in my technical and professional growth as a Rigging Artist.