Brandon Hooks
Brandon Hooks
Technical Animator
Oceanside, United States

About

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.

Skills

RiggingPython Scripting3D Animation3D ModelingAnimation State Machines

Software proficiency

Maya
Maya
Python
Python
Unity
Unity
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Mudbox
Mudbox
Visual Studio Code
Visual Studio Code
Github
Github
Perforce
Perforce
Git
Git
Jira
Jira

Reel

Productions

    • Video Game
      Stars Reach
    • Year
      2026
    • Role
      Technical Animator
    • Company
      Playable Worlds
    • Mobile Game
      Ultraman Kaiju Kombat
    • Year
      2020
    • Role
      Character Rigger
    • Company
      Elevated.Games

Experience

  • Technical Animator at Playable Worlds
    San Marcos
    February 2022 - February 2026

    • 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

  • Character Rigger (contract) at Elevated.Games
    Los Angeles
    June 2020 - September 2020

    • 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

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