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Ben Morgan
Ben Morgan
Senior Technical Artist at Bungie
Bellevue, WA, United States

Summary

Rigging Technical Artist at Bungie, backpacker

Skills

Character RiggingPython ScriptingMaya API3D ModelingPyQTAnatomy

Software proficiency

Maya
Maya
Python
Python
PyQt
PyQt
ZBrush
ZBrush
Marmoset Toolbag
Marmoset Toolbag
Photoshop
Photoshop

Reel

Productions

    • Video Game
      Destiny 2
    • Year
      2025
    • Role
      Senior Technical Artist
    • Company
      Bungie

Experience

  • Senior Technical Artist at Bungie
    Bellevue
    April 2020 - Present

  • Rigging Artist, In-Game Cinematics at Blizzard Entertainment
    Irvine, United States of America
    March 2019 - March 2020

  • Rigging Intern at Insomniac Games
    Burbank
    May 2018 - August 2018

    Responsible for skinning polish, cinematic and prop rigs on Marvel’s Spider-Man and its DLC The City That Never Sleeps. Developed tools using the Maya API that enhanced existing character art and skinning workflows. Also assisted in the development and testing of a modular rigging tool.

  • Freelance Character TD at Ronin Applied Sciences
    New York, United States
    April 2018 - Present

    Lead Character TD for an unannounced game project. Responsible for the development of body and facial rigging pipelines, animation tools, and tool distribution.

  • Technical Direcor at Rig Think
    San Jose, United States
    September 2017 - April 2018

    Responsible for the development of a cross-version Picker UI using PyQt and Python. Implemented animator tools such as IK/FK matching and pose mirroring.

    Co-developed a Pose Library tool for storing and applying poses onto a model. Responsible for core functionality, which includes writing the keyable attribute values of selected controls to a custom json file format which can be shared to other animators.

  • Lead Character TD at The Masque (Student Project)
    San Jose, United States
    September 2016 - May 2017

    Lead Character TD for a student horror game project called The Masque. Responsible for the rigging, skinning, and Unreal implementation of 4 bipedal characters. Developed a modular rigging system that allowed for the copying of character animation across similar skeletons.

  • Freelance Character TD at Mattrunks
    Paris, France
    October 2017 - November 2017

    Responsible for the delivery of character animation rigs for Maya-side animation. Delivered flexible, ribbon-based character rigs with dynamic FK chain systems. Also responsible for the skinning of characters for Unity and Kinect integration.