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Coming

SOON

From TV Rigging to Real-Time Motion

My background in production character rigging informs how I structure interactive systems. Clean hierarchy, readable controls and animation-ready builds remain central - even when adapting them for real-time environments.

Interactive Character Systems in Rive

Alongside my work in Toon Boom Harmony, I design input-driven interactive character systems in Rive. My focus is on clean state-machine architecture, reusable components and developer-ready motion systems built for digital products.​

Interactive System Approach

I approach interactive motion as a systems problem rather than a performance problem. My work prioritises structured inputs, readable state machines and scalable rig architecture designed for integration into apps and digital platforms.

Current Development Focus

My current development work explores:

  1. Boolean, numbers and trigger-driven character inputs

  2. Nested artboards and reusable motion components

  3. Reduced control surfaces for cleaner developer integration

  4. Modular avatar systems with clear transition logic

Prototype Systems

Work in Progress

This section will showcase production-ready interactive character systems as they are finalised. My goal is to bridge traditional 2D rigging expertise with real-time motion architecture for product teams.

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