Conceptual ToolBox

World Space, I am focused on algorithms and pipelines to create characters and creatures for video Game Development. Conceptually, I strive to understand Geometry, Form, Shape, Silhouette, Morphology, Phylogeny, Textures, and more properties of common and uncharted new life in video game prototyping including AI tools.

           Pipeline           


Concept & ReferenceBase Mesh / Blockout
Low-High-Poly Sculpting
Retopology
UV UnwrappingBaking
Texturing & Material Authoring
Rigging & Skinning
Animation & Rendering
Other Purchased Software


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           Tools           


Regardless of the software used, the core Technical Pipeline remains:

Maya + Mudbox
Maya + Zbrush + Substance Painter
Blender
Marmoset toolbag
Marvelous Designer
Clip Studio Paint
Python Scripting

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Digital Puppeteer Engineer     


Skeleton Creation (Bone/Joint Placement)
Skinning / Weight Painting
Control System Design
Kinematics (IK/FK), Deformers, Constraint Systems, Matrix Math, Anatomy
Python and C++ coding

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Visualization Toolkit 


Searching for new visual strategies to develop Game Prototyping. Developing algorithms and pipelines for media creations, including Conceptual-Arts, Level Design, Rigging biped or quadruped meshes using Unreal Engine, Maya and other tools.

About Andree Ramirez

Major in Civil Engineer focused on 3D visualization and Structural Design.
 Minor in Computer Science focused on Video Game Development. 
Polylingual.
Engineer-Artist-Musician. KeepOnLearning++ 

土木工学を専攻し、3Dビジュアライゼーションと構造設計に特化しています。
コンピュータサイエンスを副専攻し、ビデオゲーム開発に特化しています。
多言語対応。
エンジニア、アーティスト、ミュージシャン。KeepOnLearning++