Character Rigging
Rig structures, skeletons, and control hierarchies built for clean, predictable and reusable technical setups.
Junior Character Rigger · Technical Animator
My final project — where I owned the full character rigging pipeline from skeleton to facial controls and deformation.
Sno Day is my final university group project, where I was responsible for rigging all the characters and props. I created the rigs to support the animation and provide the team with flexible and reliable controls throughout the production.
3D Animator | character animation. A selection of shots demonstrating timing, weight, and appeal.
A short character animation piece built entirely in Spline, animated to match a voiceover track. I started by acting out the reference footage myself, then blocked the main poses and timing, refined the motion in Spline, and finished with full lip sync to bring the dialogue to life.
A look under the hood at the technical craft that powers each character.
Rig structures, skeletons, and control hierarchies built for clean, predictable and reusable technical setups.
Facial controls, expressions, blend shapes and systems that give animators nuanced, emotional performance.
Skinning, weight painting and deformation tests solving the technical problems that keep silhouettes clean.
Animator-friendly control systems, intuitive interfaces and organized pickers built for speed in production.
Secondary skills that support and strengthen my rigging and technical animation work.
Clean topology and production-ready assets, from props to characters.
Effects-driven shots and simulations for narrative and technical shorts.
Procedural setups and simulation for dynamic, art-directable results.
Bringing renders together with Nuke for a polished final image.
A character rigger and technical animator who loves the space where technical problem-solving meets performance and artistry.
Roles and projects across studio, corporate and freelance work.
Led the creation of a promotional video from concept through delivery, coordinating the 3D pipeline and production of the final piece.
View reference letterInternship across the Graphics & Animation and Graphics Programming departments, contributing to real-time and animation workflows.
View reference letterDelivering character rigs, technical animation and 3D content for independent projects, collaborating remotely with small creative teams.
Work with meNadim Akel specializes in character rigging and technical animation, including facial rigging, skinning, deformation, and animator-friendly control systems in Autodesk Maya.
Maya is his primary rigging and animation software, supported by Houdini for procedural work and Nuke for compositing.
Yes. He is open to junior rigging and technical animation roles, freelance projects, and collaborations.