Hello there my name is Brandon Hooks and I am a technical animator. I have experience in rigging characters in Maya for game animation. When I am not rigging, I like to focus on creating scripts with Python for rigging or to help others. I have a working understanding of Python and MEL along with some experience with platforms and tools such as Unity and Unreal. The thing I enjoy most about rigging is seeing what I create helps support those who bring characters to life.
In my pursuit to learn more about rigging and better deformations, I continue to focus on learning and development with attending the Computer Graphics Master Academy.
• Designed and implemented rigging and deformation systems for characters, creatures, environment props, and weapon assets in Autodesk Maya, integrating assets into Unity
• Extended and optimized the animation pipeline through custom Python-based Maya tools, improving rig authoring, automation, and production efficiency
• Built and maintained animation state machines, blend trees, and animation layers in Unity to support gameplay-driven locomotion and weapon systems
• Developed runtime rig solutions utilizing Unity’s Animation Rigging package, implementing constraint layers, Two-Bone IK, and weapon aiming setups
• Developed custom Unity Editor tools in C# to automate batch prefab modification and implement an in-engine animation preview and capture workflow leveraging Unity’s Timeline for runtime rig evaluation, adjustable lighting, background color overrides, and screenshot/video output
• Collaborated with external vendor Didimo to support character customization and automated generation workflows, assisting with asset preparation and integration into the Unity pipeline
• Provided cross-functional technical support across animation and modeling, troubleshooting deformation, rig integration, and pipeline workflow issues in Maya and Unity
• Designed and implemented production-ready character and creature rigs in Autodesk Maya,
supporting animation and gameplay requirements
• Provided technical support and implemented workflow improvements across the character art and animation pipeline