Gallery Forza Motorsport

Forza Motorsport

I worked as a Senior Technical Animator on the Character team for the 2022 Forza Motorsport release, contributing to the systems and workflows used to bring Drivers, Crew, and Crowd characters to life. In this role, I focused on supporting animation and cinematics production through reliable tools, clean rigging practices, and consistent engine integration, working closely with artists and technical teams across the Turn 10 studio.

  • Character Animation Systems
    Supported character animation workflows by maintaining and extending Python-based animation, rigging, and motion-capture tools used throughout production.
  • Rigging & Asset Preparation
    Worked directly with character artists to prepare, skin, validate, and export character assets, ensuring they met both artistic and technical requirements for the game engine.
  • Pipeline & Workflow Improvements
    Identified bottlenecks and opportunities for improvement within animation and rigging pipelines, helping teams work more efficiently and reduce friction during content creation.
  • Cross-Team Collaboration
    Collaborated closely with the Cinematics and Tech Art teams at Turn 10 Studios, providing technical support, feedback, and documentation to align animation systems across disciplines.

Beyond direct production work, I contributed to documentation and knowledge sharing around animation and rigging workflows, helping establish clear, repeatable processes that supported a large and evolving character roster throughout development.

Forza Motorsport


Click the Thumbnails Below For a More Detailed View of the Game I Worked On

Forza Motorsport Announce Trailer Launch Trailer

Forza Motorsport


Character Setup

Character setup for Forza Motorsport involved preparing, validating, and integrating character assets across multiple tools and stages of the pipeline. I worked primarily in Autodesk Maya and 3ds Max, using each where it made the most sense for rigging, skinning, material authoring, and validation prior to engine integration.

Rigged and skinned character assets were prepared in Maya with a focus on clean deformation, consistent joint hierarchies, and reliable export behavior across multiple LODs. In 3ds Max, I worked with character materials and shader assignments, ensuring assets conformed to studio standards and rendered correctly using the game’s character shaders. Final validation and in-engine implementation was handled through Fuel, Turn 10’s proprietary content and deployment tool, where characters were assembled, reviewed, and tested under game-ready conditions.

This multi-application workflow ensured character assets moved cleanly from DCC tools into the engine, maintaining visual fidelity, performance requirements, and animation reliability across Drivers, Crew, and Crowd characters used throughout gameplay and cinematics.

Character skeleton and model within Maya


Collection of internal scripts used within Maya

Tools and Scripts

To support character production at scale, I helped develop and maintain a suite of Python-based tools integrated directly into Autodesk Maya. These tools were designed to standardize character setup, enforce naming conventions, and ensure consistent skeleton hierarchy across a large and varied set of character assets, including Drivers, Crew, and Crowd characters.

The tooling provided structured workflows for tasks such as skeleton creation and validation, bind and zero pose management, rig preparation, and character export. By automating repetitive and error-prone steps, the tools reduced setup time while minimizing inconsistencies that could cause downstream issues during animation, export, or engine integration.

In addition to interactive tools, batch-oriented scripts were used to process characters efficiently, validating hierarchy, joint naming, and required components before handoff to other stages of the pipeline. These tools played a key role in maintaining reliability and predictability across the character pipeline, allowing artists and animators to focus on creative work while the technical foundation remained consistent.



Technical Documentation

In addition to hands-on production work, I was responsible for creating and maintaining technical documentation to support the character pipeline. This documentation focused on establishing clear conventions for character naming, hierarchy structure, asset organization, and data consistency, providing a shared reference point for artists, animators, and technical staff.

The goal of this documentation was to remove ambiguity and reduce guesswork during production by clearly defining expectations and standards. By outlining naming semantics, structural requirements, and practical examples, the documentation helped guide day-to-day decision making and ensured assets were built in a way that integrated cleanly with tools, animation workflows, and engine requirements.

These conventions and written guidelines played an important role in maintaining consistency across a large and evolving character roster. By pairing documentation with tooling and validation, the character pipeline remained predictable, scalable, and easier to support as production progressed.

A wiki page created to document best practices.


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