Hi, I’m Rituparna Roy, a Senior Technical Animator and Rigger with extensive experience bridging VFX and game cinematics. I specialize in building robust rigging pipelines, developing animation tools, and enabling mocap-to-rig workflows across feature films and interactive projects. I thrive collaborating with artists and engineers to push the boundaries of rigging systems and deliver reliable, production-ready characters. I’ve led and contributed to rigging efforts for hero characters, creatures, and NPCs, and I’m proficient with Maya, Blender, Unreal Engine, and Python. I love solving complex technical challenges, refining workflows, and helping teams ship high-quality visuals.

RITUPARNA ROY

Hi, I’m Rituparna Roy, a Senior Technical Animator and Rigger with extensive experience bridging VFX and game cinematics. I specialize in building robust rigging pipelines, developing animation tools, and enabling mocap-to-rig workflows across feature films and interactive projects. I thrive collaborating with artists and engineers to push the boundaries of rigging systems and deliver reliable, production-ready characters. I’ve led and contributed to rigging efforts for hero characters, creatures, and NPCs, and I’m proficient with Maya, Blender, Unreal Engine, and Python. I love solving complex technical challenges, refining workflows, and helping teams ship high-quality visuals.

Available to hire

Hi, I’m Rituparna Roy, a Senior Technical Animator and Rigger with extensive experience bridging VFX and game cinematics. I specialize in building robust rigging pipelines, developing animation tools, and enabling mocap-to-rig workflows across feature films and interactive projects. I thrive collaborating with artists and engineers to push the boundaries of rigging systems and deliver reliable, production-ready characters.

I’ve led and contributed to rigging efforts for hero characters, creatures, and NPCs, and I’m proficient with Maya, Blender, Unreal Engine, and Python. I love solving complex technical challenges, refining workflows, and helping teams ship high-quality visuals.

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Experience Level

Expert
Expert

Work Experience

Senior Rigger - Tech Art at Eden Industries
July 1, 2023 - November 26, 2025
Generating rigs in Blender and developing addons to optimize workflow; collaborating with engineers to debug assets in a proprietary engine. Previously contributed to a ZeniMax Online Studios tech art team on a proprietary AAA engine, prototyping rig systems for humanoid, quadruped, and NPC characters; writing tools for mocap transfer to custom rigs and developing procedural rigs and animation set generation.
Senior Rigger at Digital Domain, Vancouver
July 31, 2023 - July 31, 2023
Rig development on hero rigs for ongoing VFX projects; working with modelers and animators in design-to-implementation; transforming muscles to mechanical rigs for mocap-driven characters; contributing to rigging pipelines via version control to build tools and fix bugs.
Senior Creature TD at Versatile Media, Vancouver
May 31, 2022 - May 31, 2022
Tools to export/import assets/rigs from Maya to Unreal; tooling for characterization and retargeting mocap from Maya to Motive; some Unreal control rigs for environmental props; character blueprints with functions and secondary animations; support/troubleshooting animation tech in Sequencer; R&D support for Metahuman rig customization; cloth/physics simulation in Unreal 4.27.
Rigging Artist (Senior) at Icon Creative Studios, Vancouver
July 1, 2021 - July 1, 2021
Developing and updating framework rigging system; implementing multiple tools and code updates to support production.
Digital Artist (Rigging) at Animal Logic, Vancouver
May 1, 2020 - May 1, 2020
Adapted to in-built custom rigging API; contributed modules for procedural builds; prototyped rigs (e.g., inner mouth) per animation requirements; occasionally worked on TD tools including PyQt UI tweaks and Maya callback functions.
Technical Animator at MPC Technicolor Canada Inc, Vancouver
July 1, 2019 - July 1, 2019
Used in-house Furtility Grooming tool for shot finalizations and fur simulations; produced utilities for Ncloth rigs and simulation.
RiggingTD at Method Studios, Vancouver
July 1, 2018 - July 1, 2018
Produced creature rigs with modular rig components; built muscle setups using in-house muscle plugins and added automated dynamic attributes; optimized existing complex rigs for Golem crowd generation.
LeadCharacter TD at Original Force, China
April 1, 2016 - April 1, 2016
Interacting with animation supervisors to meet rigging needs; developed a custom wrap deformer using Maya Python API for the wing feather rig system.
Senior Rigging Artist at Barajoun Entertainment, Dubai
June 1, 2015 - June 1, 2015
Maintained a pipeline to distribute rigs for animation to multiple vendors; worked with cloth simulation team on developing Qualoth tools and troubleshooting shot-specific requirements.

Education

Bachelor's in Computer Science, Electronics at Banasthali Vidyapeeth, India
January 11, 2030 - November 26, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet

Experience Level

Expert
Expert

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