Character and animation pipelines built for production.

Characters · Animation · CG pipelines · Games
Luis Pineda, photographed outdoors and looking at the camera.

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.

Featured work

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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.

Get in touch.

If you are making a game, a character system, or a real-time world that doesn’t have a recipe yet, write me. I’m based in Medellín and I work remotely. I have spent years on U.S. Central Time with Dallas teams, so overlap is not a problem.

A few sentences is enough.

What you are making, where it is stuck, and what kind of help would move it forward:

  • What you are making - especially if it doesn’t exist yet.
  • Where it is stuck.
  • Whether you need a pipeline, animation, game-ready assets, tools, or someone who can sit between those things.

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