Character and animation pipelines built for production.
Characters · Animation · CG pipelines · Games
I’m Luis Pineda, a Senior Technical Artist and Technical Animator.
I build CG pipelines for characters, animation, and game-ready work, the path that takes something out of a DCC and gets it into a real-time world without falling apart.
What I love, and what I am best at, is the problem that does not have a tutorial. A system nobody has built. A constraint we invented because the idea is new. I am happiest when the task is a little too hard and the only way through is to invent the solution with the people around me.
2024
Scooby-Doo Character Studio
A character system that had to survive tens of thousands of combinations and still look like one world. I built the Blender builder, the artist tools, and the QA, the same kind of modular character problem games have, just pointed at a web studio and merch.
2025
FIFA Club World Cup - Get in the Game
A live soccer activation at MetLife Stadium. Fans scanned in, left with a game-winning-goal video. I adapted the pipeline, tightened the cameras, and made retarget-to-movie something we could run all weekend, production systems under game-day pressure.
2023
AT&T NBA All-Star Playmaker Arcade
Two real games, Dunk Champion and Dribble Dash, with scanned players (adults and kids), NBA stars, and mascots sharing the same animation and retarget rules. I supervised the basketball animation and built the systems that made those bodies playable.
2022
Spirit Halloween - Times Square Billboard
Jack Reaper punching through a block-long Times Square screen. Forced perspective, a farm that had to behave, a performance that had to read from the sidewalk. I worked in the production files, polished the shot, and helped get it through render and delivery.
2025
Disasterville
A multiplayer mixed-reality experience that plays like a game in a high school gym. I made survivor characters, prototyped VR interactions, and handled animation and export on the quake collapse, the wildfire horse, and the flood rescue finale, headset-ready, not cinematic-only.
What I work on
CG pipelines
The path from DCC to engine or runtime. Cleanup, rigging, retargeting, validation, export. Built so a team can run it, not so only I can.
Characters & animation
Performance, cameras, props, modular characters, the shot itself when it has to be right.
Game-ready / real-time
Optimization, draw calls, GLB/Unity, assets that play, not only assets that look good in a viewport.
New problems
Tools and systems for work that does not have a template. If we invented the feature, we also have to invent how to produce it.