I'm a technical artist and AI pipeline engineer in Bengaluru. For four years I've built the tools that keep game art moving: Python pipelines, exporters and validators for EA SPORTS FC 25 & 26, NBA 2K25 & 2K26 and College Football 26. Outside work I build open-source tools where 3D, 2D and generative AI meet.
| Maya and Blender tooling, glTF, asset QC and batch export, engine integration for Frostbite and Unreal. | ComfyUI workflows and custom nodes, Stable Diffusion and FLUX, TRELLIS image-to-3D, local LLMs and MCP servers. | Rigby2D: an animation editor with runtimes for six engines and an MCP server for AI assistants. |
Free, open-source 2D skeletal animation. Animate a character once and it plays frame for frame in Godot, Unity, Cocos Creator, Phaser, the web and Rust, with no runtime fees. AutoRig turns a layered PSD into a rig, DragonBones and Spine files open as they are, and lip-sync, physics and video rendering are built in.
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Also: ComfyUI-SVG-Rasterizer, SVG to high-resolution image and mask tensors in ComfyUI.
Plus ComfyUI, Stable Diffusion, FLUX, TRELLIS, Ollama, Hugging Face, MotionBuilder, Substance Painter, Perforce and Frostbite.


