Basic skeleton
A simple skeleton for one character or object.
- Basic bone structure
- Joint placement
- Clean naming
- One target export
Game Development & Assets
3D skeleton setup creates a clean bone hierarchy with agreed joint placement, naming, orientation, helper bones, and one target export without a full animator control rig.
Skeleton setup focuses on the underlying bones rather than the complete rig controls and skinning workflow. I inspect the model's pose, scale, topology, joints, target engine, naming convention, and retarget requirements first.
The deliverable can include body, finger, facial, mechanical, helper, and corrective bones with clean hierarchy and axis orientation. One sample import validates the agreed target format and engine version.
Skeleton compatibility does not automatically include weight painting, IK/FK controls, facial controllers, animation, or universal retargeting. Those are separate services unless listed.
We define the objective, deliverables, dependencies, and success criteria before production starts.
You review working previews, so decisions are made against tangible output.
The agreed revision rounds are used to complete details within scope.
I deliver the agreed files, access, and practical usage notes in an organized package.
Game Development & Assets · Delivery
Final pricing is provided after scope, deliverables, and integrations are confirmed.
A simple skeleton for one character or object.
A body hierarchy with fingers and defined facial bones.
A complex hierarchy with helper and corrective bones.
Skeleton setup creates and organizes bones. Rigging adds animator controls, constraints, skin weighting, and deformation tools around that skeleton.
Yes, for the agreed engine version and format. I perform one sample import and document any project settings required.
Yes. Doors, machines, robotic arms, flags, and other moving assets can use a hierarchy designed around their intended motion.
3D character animation creates a finite set of gameplay loops, actions, or cinematic shots from an approved rig, style, timing, camera, and target format.
3D facial animation creates lip sync, expressions, eye behavior, and emotional performance for defined audio, scenes, languages, rigs, and target formats.
Motion capture cleanup turns a finite set of raw clips into usable animation through jitter reduction, foot and contact fixes, retargeting, trimming, loops, and polish.
Unity game development turns a defined concept into a testable mobile, PC, or WebGL build with scoped mechanics, content, UI, integrations, and performance targets.
Unreal Engine game development creates a scoped UE5 prototype, vertical slice, or multi-level test build with Blueprint, C++, visuals, and target performance criteria.
Game prototype development creates a fast, playable test of one defined mechanic, gameplay loop, or pitch before a full production commitment.
Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.
Tell me about the project