Gallery Ark: Survival Evolved

Bowser's Fury

Bowser’s Fury is a standalone expansion released as part of Super Mario 3D World + Bowser’s Fury for the Nintendo Switch. The game introduced a more open-ended structure than traditional Mario titles, blending free exploration with dynamic world changes driven by Bowser’s transformations. I worked on the project as a Technical Artist, contributing to character and object rigging, animation readiness, and technical problem-solving in support of the game’s unique gameplay and visual style.

  • Technical Artist Role
    I pioneered the Technical Artist role on this project, working across disciplines to bridge art direction, animation, and technical requirements. This included building and implementing character and object rigs that supported expressive animation while remaining performant within the constraints of the Nintendo Switch.
  • Character & Object Rigging
    Created and refined animation-ready rigs for characters and interactive objects, focusing on clean deformation, intuitive controls, and reliable behavior during gameplay. Collaborated closely with artists to ensure assets supported both visual quality and gameplay needs.
  • Cross-Discipline Collaboration
    Worked extensively across teams to achieve a high level of polish across animated assets. A significant part of the role involved close coordination with teams in Japan, requiring clear communication, iteration, and collaboration with translators to align creative and technical goals across language and cultural boundaries.
  • Optimization & Technical Constraints
    Maintained optimized assets that adhered to strict memory and performance budgets, ensuring rigs and animations ran efficiently without compromising visual fidelity. Emphasis was placed on clean organization, consistent file structures, and sustainable asset practices throughout production.

Supporting a globally distributed team added complexity to development, but it also reinforced the importance of clear communication, robust technical foundations, and adaptable workflows. The experience highlighted how strong technical art practices can help unify teams across disciplines, time zones, and languages to deliver a cohesive final product.

Bowser's Fury


Click the Thumbnails Below For a More Detailed View of the Game I Worked On

Ark:Survival Ascended Trailer Ark:Survival Ascended Trailer
PAX Meet HLN-A PAX Meet HLN-A
Ark 2 Trailer Ark 2 Trailer

Dark Bowser Breathing Fire Dark Bowser Breathing Fire
Ride On Plessie Ride On Plessie
Fighting in the Rain Fighting in the Rain

Ark: Survival Evolved


Character Rigs

Character rigging on Bowser’s Fury focused on supporting highly expressive, stylized animation while remaining robust enough for gameplay-driven interaction. I was responsible for creating and implementing character rigs that balanced animator-friendly controls with the technical demands of real-time performance, ensuring characters could transition smoothly between gameplay states, cinematics, and dynamic interactions.

Each rig was tailored to the unique needs of the character, from large, powerful forms requiring stable deformation and clear posing, to smaller or more whimsical characters that relied on exaggerated motion and expressive silhouettes. Particular attention was given to control layout, deformation quality, and predictable behavior under extreme poses, allowing animators to push performances while maintaining consistency and reliability throughout production.

Character skeleton and model within Maya


Python code for blending a scriptnode on and off

Custom Scriptnode

To support both gameplay-driven behavior and animator-authored motion, I developed a custom script node that allowed rigs to switch dynamically between two control states. One state was driven programmatically by game logic, while the other handed full control to the animator, enabling precise authored animation without interference from runtime constraints.

The system was exposed through a dedicated rig attribute, allowing animators to toggle states cleanly and predictably. Under the hood, the script node managed constraint blending, hierarchy influence, and keyframe handoff to ensure smooth transitions between modes. This approach gave animators the flexibility they needed for expressive performances while preserving the technical requirements of gameplay-driven motion, resulting in a workflow that was both robust and intuitive during production.



Animation Tools

To support animator workflows, I developed a set of Python-based animation tools within Autodesk Maya focused on improving efficiency and preserving motion quality during complex rig interactions. These tools were designed to work seamlessly with the dual-state rig system, allowing animators to switch cleanly between IK and FK control modes while maintaining pose integrity and animation continuity.

One of the key tools was an Animation Retiming Tool that allowed animators to define joint selection sets and apply controlled time offsets to their motion. This made it possible to quickly introduce secondary motion such as overlapping swings, follow-through, and subtle sways without manually adjusting individual keyframes. By giving animators intuitive control over timing and offsets, the tools helped enhance motion polish while keeping iteration fast and predictable.

An animation tool for re-timing key frames