Irene Pu

Senior Technical Artist / Creature TD

Senior Technical Artist/ Creature TD specializing in facial systems, ML deformers, game development, and simulation-driven & stylized rigs for Unreal/Unity games and VFX.


For reel access, please contact me on LinkedIn or by email.

Featured WorkDescription
Siggraph 2023 DemoFace Rig work done for Siggraph. Worked on the Face rig for the Alien (56:31) and for the exercising man in the blue shirt (36:57):
Ziva Case Study ReelCross Collaboration Demo featuring muscle simulation workflow
Ziva Case Study ArticleCross collaboration with Ziva to make an article about Ziva's simulation process
Personal ArtstationBreakdown of Balluna Short

Projects

Tech Demo

Ziva Realtime Spotlight at Siggraph 2023

Games

Fae Farm
One Unannounced Game IP
Dauntless

Game Cinematics

ReCore (cinematic)
Gears of War 4 (cinematic)

Rigging and Simulation

Crackdown 3
Juice WRLD - Hear Me Calling
Pacific Rim:Shatterdome StrikeMobile Strike TrailerNew Xbox Avatars Trailer - E3 2017Dauntless - Announce Trailer | PS4Risk of Rain 2 - Console Launch Cinematic TrailerMarvel Realm of Champions: NYCC Announcement Trailer

Marvel Contest of Champions:

  • Contest of Comments

  • Mad Titan’s Wrath

  • Sentinel of the Spaceways

  • 5th Anniversary Trailer

Magic:The Gathering:

  • Aether Revolt Trailer

  • Ahmonket Trailer

  • Hour of Devastation Trailer

  • Ixalan Trailer

  • Dominaria Trailer

  • Ixalan Trailer

  • Core Set 2019 Trailer

  • Guilds of Ravnica Trailer

  • Ravnica Allegiance Trailer

Experience

Ziva x DNEG — Senior Technical Artist
May 2024 – Present | Vancouver

  • Driving R&D integrating muscle simulation, ML deformers, and facial tools into DNEG’s rigging/CFX pipeline for real-time and film.

  • Developing automated face/body rigging workflows using 4D scans, simulation, and custom internal tools.

  • Built a simulation-driven character transfer pipeline to accelerate rig creation for new assets.

  • Worked with ML teams to build game/VFX-ready ML deformers trained on cloth and muscle simulations, including data prep and pipeline alignment.

  • Acted as consulting TD for show teams—advising on modeling, deformation, topology, muscle workflows, and facial rigging.

  • Authored training documentation and taught Supervisors/Leads to adopt new Ziva face/muscle tech.

  • Explored R&D areas such as audio-driven facial animation, ML tracking, and deepfake-style render analysis.

  • Built automated retargeting systems to transfer archetype rigs to new characters at scale.

Ziva x Unity — Senior Technical Artist / Senior TD Generalist
Nov 2022 – Apr 2024 | Vancouver

  • Core contributor to Ziva Face Trainer, combining ML deformers, 4D scan processing, and muscle simulation to enhance facial rigs.

  • Designed a corrective-shape workflow improving accuracy and expressiveness of face deformations.

  • Collaborated with ML teams to integrate audio-to-face rig driving inside Unity.

  • Adapted detailed 4D scan sequences to varied character models, converting data into rig-friendly controls (sticky lips, blink localization).

  • Created a machine-learned tongue rig for real-time demos.

  • Automated face transfer and rig build pipelines using Python.

  • Proposed ML implementation paths based on research papers; collaborated across Tech Art, Product, and R&D.

  • Built demos in Unreal and Unity: state machines, locomotion, animation import, and performance profiling.

  • Helped define a baseline character skeleton standard for Ziva/Unity.

  • Presented Ziva technology at SIGGRAPH and supported hiring for tech art and ML roles.

Phoenix Labs — Technical Artist
Mar 2020 – Nov 2022 | Vancouver

  • Developed real-time rigs, state machines, and gameplay logic to bring characters to life across platforms.

  • Researched ML applications for locomotion and deformation enhancement in game production.

  • Built auto-rigging systems, animation tools, and Maya↔Unreal pipeline automation.

  • Created gameplay prototypes for two new IPs, including rig systems, tools, and Unreal integration.

  • Interviewed TA, engineering, and animation candidates to help build out the team.

  • Worked with Epic on hair groom R&D; managed animation imports, IK, PHAT collisions, and blueprint integration.

  • Trained technical artists on custom rigging/animation tools.

Goldtooth — Rigging/Simulation Lead
Oct 2017 – Mar 2020 | Vancouver

  • Led rigging/CFX teams delivering body, face, prop, vehicle, and FX rigs, and simulation shotwork.

  • Prepared rigs for mocap shoots and supervised mocap shoots to ensure successful rig retargeting and mocap capture

  • Built pipelines for hair grooming, Ziva muscle creation, and asset publishing (Shotgun integrated). Developed cross-promotion relationship for Ziva work.

  • Created tools including: pick-walking systems, auto-car rigging, and FBX export pipelines (Maya → Unreal/Unity)

  • Maintained & upgraded pipelines across Maya, Houdini, and Houdini Farm.

Rigger / Creature TD
Jul 2016 – Oct 2017

  • Rigged creatures, vehicles, and props; executed cloth/hair simulation using nCloth/nHair.

Animator
Jan 2016 – Jul 2016

  • Cleaned + hand-keyed mocap for cinematics; ensured compatibility with Unity playback systems.

Languages

English, Mandarin

Software

Maya, Shotgun, Ziva, XGen, Yeti, Substance Painter, Modo, Zbrush, Unreal, Unity, Houdini, Nuke, Mari, Git, R3DS Wrap, SourceTree, Qt Designer, Perforce, Plastic

Skills

Muscle Simulation using Ziva VFX, Python Pipeline, Rigging, Creature FX, Hair Grooming using Xgen/Yeti, Cloth/Hair Simulation using Maya NCloth & nHair, Unreal & Unity Technical Art, Animation, Layout, Texturing, 3D Modeling & UV, Machine Learning