My name is Bram and I am a Character TD. I specialize in character and prop rigging, tool development and rig optimization. In the past 7 years I worked on various projects from feature animation movies to TV spots and Hollywood VFX fims.
I create flexible, fast and animator friendly rigs using various techniques going from hand crafted blendshapes to self coded modular rigging setups.
For building my rigs my main tools are Maya and Python. For blendshape creation I use Mudbox, but Zbrush is also no stranger to me.
To keep my skills up to date I experiment with new rigging setups but also do rigging workshops on the web. Recently I started creating my own nodes for Maya in C++ with success. This is a world I want to keep exploring.
Work History
creature developer
ScanlineVFX
April 2021 - Present
Development of Rigging tools + software (Python / C++)
Software Developer
Freelance
July 2020 - Present
Creating and developing rig, pipeline and machine learning tools for various companies in film, games and realtime rendering. Alongside full-stack web applications leveraging Large Language Models (LLMs).
Rigging department Software Developer
ScanlineVFX
March 2021 - March 2024
Tool & software development (plugins) + RnD (Python, C++) for rigging in Maya.
Implementation of Machine Learning algorithms (Tensorflow, Keras)
Creature TD
Double Negative
October 2019 - February 2021
London
- Rigging (Body and Face)
- Tool development (Python)
Projects:
- No Time to Die
- F9: The Fast Saga
- TENET
- Infinite
- Zack Snyder's Justice League
Creature TD
Double Negative
October 2018 - March 2019
Vancouver, Canada
Character + prop rigging (Hero + Secondary), FACS facial rigging,
Tool development in Python.
MOVIE: Men in Black: International – (VFX)
Character Rigger
Grid VFX
January 2018 - March 2018
Gent en omgeving, België
Character rigging
Python scripting
Tool development
Rigging TD
Cyborn
July 2017 - November 2017
Antwerpen, Belgium
Tool development in python, rigging characters (Hero).
MOVIE: Dragon Rider – (Feature)
Rigging Supervisor
Grid VFX
October 2016 - July 2017
Gent, Belgium
Setting up Rigging Workflow, Supervision of rigging team, bidding,
tool development in python.
MOVIE: Marnie’s World – (Feature)
SERIES: Yo-Yo – (Anim)
Rigging Supervisor
GRID-vfx
October 2015 - July 2017
Setting up rigging workflow
Supervision of rigging teams
Python scripting
Tool development
Rigging TD
Grid VFX
May 2015 - October 2016
Gent, Belgium
Character + prop rigging (Hero + Secondary), tool development in Python.
MOVIES: Deep – (Feature), Admiral – (VFX)
SERIES: Black Sails – (VFX), Flin & Flo – (VFX)
Rigger on 'Black Sails'
GRID-vfx
March 2016 - June 2016
Gent Area, Belgium
Character and prop rigging, Python scipting on the third episode of 'Black Sails' season 4.
Character + Prop rigging (Hero + Secondary),
tool development in Python
MOVIE: Jack Et La Mécanique Du Cœur – (Feature)
Environment Artist
Tactical Assault Dev Team "UDK"
October 2011 - January 2013
3D asset creation.
Make high and low poly models. Bake, texture and import them into UDK.
Setup UDK materials.
Work close with the Lead Art Director
Environment TD
Dominating Studios
January 2012 - November 2012
Turnhout, Belgium
3D asset creation, make high and low poly models,
import them in UDK, Set up UDK materials
GAME: Critical Point: Incursion – (FPS)
rigger td
Walking The Dog
September 2011 - December 2011
Brussels, Belgium
Character and prop rigging (Hero + Secondary)
SERIES: Picknick Met Taart – (Anim)
3D Artist
Walking The Dog
October 2011 - December 2011
Brussel en omgeving, België
Rigging of characters and props used in the series "Picknick met taart"
Make different morph targets of the characters.
Creation of cloth simulation in different shots.
Content Developer
Cruden B.V.
February 2011 - June 2011
Nederland
Make realistic and challenging race scenes, as well asset creation in 3D studio max.
* Modeling
* Texturing
* normal mapping
Optimize the scenes for the racer engine.
Import into Racer engine.
Optimize in the racer engine