Isabelle Richter

Technical Artist

Technical artist, four years in shipped games. I build rigs, facial pipelines, and runtime animation systems in Unreal — and the tools that let other people work faster with them.

Selected work

2022 — present

Ships Ship rigs and runtime animation

Studio
Studio Wildcard
Project
ARK: Survival AscendedGenesis
Stack
Maya, Unreal, Houdini, Python
Authored
Brigantine and galleon rigs, shared components, custom LODs
Runtime
Sail wind math, rope and yard procedural animation, Animation Blueprint logic

Four ship types with varying sail configurations, all responding to a weather system that was new to the project. Animation had to be attractive, accurate, and clearly legible so that a player could read the sea conditions at a glance. I scoped the approach and built the brigantine first: Maya rigs, the authored animation sets, Animation Blueprint logic, and runtime physics. All of it had to stay cheap: custom LODs out of Houdini, capped bone counts and skin influence limits, and graph evaluation skipped depending on the ship's state. The rigging components went into our in-house toolset so the other ships could be built the same way. That approach carried onto the sloop, galleon and trireme.

Player faces FACS rigs and face animation tech

Studio
Studio Wildcard
Project
ARK: Survival Ascended
Stack
Maya, Unreal, Python
Authored
Facial rigs, MetaHuman base setup, shape editing tooling
Runtime
Base pose and pose asset playback, head-swap blending, retargeting for mod compatibility

Faces ran on an FK-only rig, which gave animators very little to work with. I built FACS rigs from custom MetaHuman bases using my own tooling, then reworked the shapes with a shape-editing tool I wrote for the studio. I prototyped the runtime approach: each head sets its joints from its own base pose animation, then plays shared pose assets on top, blended in the animation graph so heads can swap. I also set up runtime retargeting from the new rig to the old one so existing mods kept working. The rigs and the animation tech underneath them are what the game's faces still run on.

Cinematics Editing MetaHumans before the tools existed

Studio
Studio Wildcard
Project
ARK: Survival AscendedLost Colony Expansion Pass Trailer
Stack
Maya, Unreal, Python, DNACalib
Authored
DNACalib tooling and face rigs, outfit rigging
Runtime
Chaos Cloth simulation

The expansion pass trailer needed two customised MetaHumans, and MetaHuman for Maya hadn't shipped, so editing them meant driving DNACalib's Python wrapper directly. I wrote the tool that sat on top of it: editing the base mesh and expressions inside the DNA file itself, then rebuilding the rig from that. I rebuilt both faces that way, fixed mesh and textures where the assets needed it, and rigged their outfits and Chaos Cloth. The cloth work carried on to the Genesis cinematics. Because the edits stayed inside Epic's format, the characters upgraded straight to the 5.6 DNA format once MetaHuman for Maya arrived.

Rigging Character and creature rigs

Studio
Studio Wildcard, Counterplay Games
Project
ARK: Survival Ascended, Armatus
Stack
Maya, Unreal, Python
Authored
Character, creature, weapon, outfit and prop rigs, face skinning, projectile tongue spline setup, structure animation
Runtime
Creature leg IK, rigid-body physics

Dreadnoughtus, dreadmare, armadoggo, megaraptor, shoulder dragons — creature rigging has been steady work across both studios. Faces too: at Counterplay I skinned the cast's face rigs, carrying one artist's FACS shapes onto the rest of the heads. One worth opening up is a monster that fired projectiles down its tongue. It had to be a squashy, stretchy spline, carry something visibly travelling its length, and retract fully into the mouth — all from leaf bone scaling and math nodes, so it survived export to engine. The spline component underneath it became Counterplay's modular spline IK.

Tools I've written

Python — PyMEL, OpenMaya, PyQt

Control Rig rebuilds

Reconstructing full Maya rigs in Unreal's Control Rig directly from their saved rig settings.

Unreal · Control Rig · Python

MetaHuman modification

Editing the base mesh, expressions, joints and blend shapes inside the DNA file, then rebuilding the rig from it.

DNACalib · Python

Skinning tools

Import, export and editing of skin weights through OpenMaya, written to JSON or held in memory, standalone and callable from other tools.

Maya · OpenMaya · Python

Modular rig components

New components added to an existing Maya rigging toolset, used day to day by the rigging and animation teams.

Maya · Python

Asset registration

JSON-backed registration and categorisation, built as the single registry other pipeline tools read from.

Python · JSON

Cinematic tooling

Shot creation and organisation, camera rigs, export and playblast utilities for the cinematics team.

Maya · Python

Get in touch

Florida, USA
isabellerichter_ta@outlook.com