Characters, animation, and 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 work on characters, animation, and game-ready systems, including the path that takes something out of a DCC and gets it into a game or real-time world without falling apart. I animate, rig, retarget, and work through technical problems with the team. I also build tools and pipelines that make the work easier for the people using them.

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

Pipelines & Tools

The path from DCC to engine or runtime. Asset processing, validation, export, and automation. Built so a team can run it, not so only I can.

Characters & Animation

Animation, rigs, retargeting, cameras, and modular characters, from the performance itself to the deformation and prop work that supports it.

Game & Real-time

Game-ready assets and systems, optimization, and the work that gets them running in Unity, WebGL, and XR. Performance and visual quality considered together.

Technical Art

Working with artists and developers to figure out how the creative idea will work in production. Prototypes, troubleshooting, and practical solutions as the project takes shape.

Get in touch.

If you’re making a game, character system, or real-time experience and need someone who works across the art, animation, and systems behind it, reach out. I’m based in Medellín and work remotely. I’m used to working with teams on U.S. Central and Pacific Time, and I can align my schedule with either.