TECHNICAL ANIMATOR · PROCEDURAL ANIMATION

Welcome to my strange workshop

I'm a technical animator who builds tools and procedural animation systems. You'll see here some of my experiments.

// THE SHOWREEL
REEL V5 · 2026

// THINGS I BUILT

Solvers, tools, and one monster
trying to stand up.

THE CHARACTERS LOOK AT THE TARGET
UNREAL ENGINE · CONTROL RIG

SMALL TOOL / FRESH

Looking at things
while running

Run cycles stare straight ahead, always. This Control Rig layer sits on top of the walk/run and turns everything from head to pelvis toward whatever deserves attention, without the legs ever finding out.

Every clip is the same sequence rendered twice with one value changed. It used to teleport from one shoulder to the other when the target crossed behind him. Now a custom slerp and a little helix-shaped U-turn handle that.

Unreal EngineControl RigAnim BlueprintSequencer
See the comparisons ↗
IT CATCHES ITSELF. THAT PART WORKS.
UNREAL ENGINE 5.6

THE BIG ONE / STILL GOING

A creature with
simulated muscles

I wanted to know whether a creature could learn to stand using muscles instead of animation curves. So I wrote the physics solver. Then the muscle authoring tools and finally the PPO trainer so that I had everything in hand to start working.

It stands at full height now, but for walking, I'll need a bit more time (same for him, he's still a baby).

Unreal Engine C++ AVX2 Featherstone ABA PyTorch PPO
NO FLOOR REQUIRED
UNITY 6

UNITY TOOLING

Pathfinding for things
that walk on ceilings

NavMesh assumes you have a floor. Ceiling-crawlers disagree. So I voxelised the whole volume instead, then optimised it so the grid wouldn't eat all the RAM.

UnityC#BurstBit-packing
How it works ↗

// WHOAMI

I'd rather spend a week on the tool
than a day doing it by hand.

I'm Corentin. Technical animator and tool programmer.

I like to make procedural systems for animation or just general-purpose ones. Diving into maths and logic to automate all sorts of things. And finding new ways to achieve our goals. Thanks to my internship at Ubisoft Annecy where I worked on procedural animation, I learned a lot about it but also about how AAA game companies work.

WHAT I ACTUALLY USE

DAILY, WITHOUT THINKING Unreal Engine · Unity · C# · procedural animation
WHAT I'M RESEARCHING C++ · SIMD intrinsics · articulated-body dynamics · constraint solvers · PyTorch · PPO
CAN DRIVE IT, WON'T CLAIM TO BE AN ARTIST IN IT Maya

// THE PDF VERSION

Same person,
more formal.

Download CV ↓