I'm a technical animator and rigger with a passion for building robust character rigs and tools in Maya, Blender, and Unreal Engine. I design interactive rigs, animate characters, and implement blueprints to power gameplay. I thrive in collaborative teams and love turning creative concepts into polished, production-ready assets. Based in Austin, I'm open to relocation and excited to contribute to new projects across gaming, animation, and interactive media. I'm eager to share my knowledge, learn new tech, and push the boundaries of what rigging and animation can do.

Spencer Avedon

I'm a technical animator and rigger with a passion for building robust character rigs and tools in Maya, Blender, and Unreal Engine. I design interactive rigs, animate characters, and implement blueprints to power gameplay. I thrive in collaborative teams and love turning creative concepts into polished, production-ready assets. Based in Austin, I'm open to relocation and excited to contribute to new projects across gaming, animation, and interactive media. I'm eager to share my knowledge, learn new tech, and push the boundaries of what rigging and animation can do.

Available to hire

I’m a technical animator and rigger with a passion for building robust character rigs and tools in Maya, Blender, and Unreal Engine. I design interactive rigs, animate characters, and implement blueprints to power gameplay. I thrive in collaborative teams and love turning creative concepts into polished, production-ready assets.

Based in Austin, I’m open to relocation and excited to contribute to new projects across gaming, animation, and interactive media. I’m eager to share my knowledge, learn new tech, and push the boundaries of what rigging and animation can do.

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Language

English
Fluent

Work Experience

Technical Artist at Grass Games
January 24, 2024 - September 24, 2024
Led technical and artistic development of the first game on a new engine; designed and tested character rigs and systems, created shaders and integrated assets; produced initial 3D character rigs and interactive assets.
Technical Animator at Those Awesome Guys
October 1, 2024 - November 24, 2024
Developed and tested character rigging systems, created interactive rigging pipelines, and authored tooling for rig creation; created Unreal Engine blueprints and supported skinning workflows.
Technical Artist / Rigger at Independent Freelance (Indie Dev Team)
October 24, 2024 - April 25, 2025
Built a character creation system, set up rigging, skinning, and inheritance to simplify character creation; created Python autorig scripts and other tooling to support rigging.
Technical Animator at Mob Entertainment
May 1, 2025 - October 30, 2025
Built intricate UE control rigs and animation blueprint systems Set up all Unreal blueprints for player characters and enemies by level Rigged 1 person player characters as well as biped and quad creatures Created python autorigs and other scripting to support rigging

Education

Certificate in C++ and Python Scripting at Full Sail University
January 11, 2030 - January 1, 2022

Qualifications

Certificate in C++ and Python Scripting
January 11, 2030 - January 1, 2022

Industry Experience

Gaming, Media & Entertainment, Software & Internet
    paper Poppy Playtime Chapter 5

    Provided Technical Animation & Rigging services to Poppy Playtime Chapter 5. Services included -

    • Character Animation
    • Rigging
    • Cloth & Physics Simulation
    • Animation Implementation
    • UE Blueprints, Control Rigs, Procedural Animation
    • Animation Retargeting
    • Cinematic Animation

    paper Saleblazers

    Provided character rigging services to Airstrafe Interactive.
    Services including:
    Blendshapes
    C++ squash & stretch systems
    Python autorigging
    Skinning fixes