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:
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Boolean, numbers and trigger-driven character inputs
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Nested artboards and reusable motion components
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Reduced control surfaces for cleaner developer integration
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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.
