Unchained: Tale of Enra is an upcoming 3D RPG game set to be released in the second quarter of 2026. On the project, I lead the animation team as the only representative stationed at USC, checking in with our 3D modellers and texturers, narrative designers, and tech artists to facilitate the implementation of custom character animations into our game. With my experience in Maya and Unity, I set up a pipeline to take a character from rigging to animation to appearance in engine. Later, as a contractor, I created character animations for 2 existing character rigs. Look out for the following characters in Unchained’s full release!

Xochi

Meet Xochi, the immortal axolotl explorer! Working with the designers of her character, I was able to rig her 3D model using the AdvancedSkeleton plugin in Maya, then create a set of movement and combat animations. Rigging and animating with her model presented many unique challenges due to her stubby proportions, stretchy body, and unique geometry in her gills and other locations.

Leading a tanimators on the project, I was able to facilitate the pipeline from model to rig to animation to in-game engine, combining the work of multiple animators into a usable form in-engine.

Lonan

Meet Lonan, the formidable spirit of the Greywood. While Xochi is a playable character, Lonan is an NPC and eventual Boss.

For working on Lonan, I first had to optimize the surface geometry of his 3D Model for our texture artist, then after handing it to our newly recruited rigger I created the following idle, walking, and combat animations.

As a more complex character, multiple challenges arose in the process. After importing his animations to engine and noticing a problem with the rig, I had to work with the rigger to recreate part of the rig, and propagate the appropriate tasks to our animation team to fix animations.

Furthermore, I had to learn how to export external, unrigged props in our exports to be used in engine, allowing animators to have better control of his weapons.

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