3D Generalist and Animator with strong experience in character rigging and real-time pipelines for games and interactive media. I have worked across animation, rigging, and technical art for studios and indie projects, contributing to shipped titles and award-winning games.
Skilled in Maya, Blender, Unreal Engine, and Unity, I focus on creating efficient rigs, high-quality animations, and production-ready assets. I also develop custom tools to optimize workflows and improve team productivity.
I am comfortable working in collaborative environments, adapting to different art styles, and delivering polished results on tight deadlines.
Experience Level
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Work Experience
Education
Qualifications
Industry Experience
- IGF 2021 – Audience Award
- IGF 2021 – Best Art Finalist
- Japan Media Arts Festival – Jury Selection
- BIG Festival – Best Diversity Game
Arrog is an internationally award-winning 2D indie game recognized at major festivals including IGF, Japan Media Arts Festival, and BIG Festival.
Worked as a 2D Animator and Technical Artist, contributing to animation production and in-engine implementation. Created stylized animations aligned with the game’s unique visual identity and narrative tone.
Supported the integration of assets into the engine, assisted in refining workflows, and collaborated closely with the team to ensure consistency between art direction and technical execution.
The project received multiple international recognitions, including:
Worked as a 3D Animator and Lead Character Rigger on Nickelodeon Kart Racers 3, contributing to both animation and rigging for a real-time game environment.
Led the rigging pipeline, creating approximately 90% of the character rigs used in the game. Ensured clean deformation, animator-friendly controls, and consistency across a wide range of characters.
Adapted and optimized rigs for multiple platforms, including PS5 and Nintendo Switch, maintaining performance while preserving animation quality.
Collaborated closely with animation, art, and technical teams to integrate assets into the engine and iterate efficiently throughout production.
Tools used: Maya, Blender, Unreal Engine.
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