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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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
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.
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.
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