01 / Reel
Reel
Reel breakdown
01 Ed Rig
Student Accomplice | 0:02-0:16
I built and maintained the rig for Ed in Student Accomplice, working with animators to refine controls and deformations throughout production. Read more about Ed Character Rig
02 Stretchy Suspender Rig
Student Accomplice | 0:16-0:22
I developed a custom stretchy suspender rig for Ed, giving animators flexible controls while keeping the suspenders attached to his body. Read more about Stretchy Suspenders
03 Arm Autorigger
Student Accomplice | 0:22-0:40
I developed the Python arm system for our modular Maya autorigger, automating IK/FK controls, finger controls, roll joints, and follow systems. Read more about Procedural Arm Rigging Tool
04 Background Character Workflow
Student Accomplice | 0:40-0:47
Our rigging team combined a Universal Base Mesh with shared topology and modular auto-rigging tools to transfer skin weights, generate consistent rigs, and reuse animation across a larger cast. Read more about Background Character Workflow
05 Ninja Rig
Shrineflow | 0:47-0:58
I created and maintained the Ninja character rig for Shrineflow, adapting our Maya and Python rigging workflow from Student Accomplice for a game production. Read more about Ninja Character Rig
06 Midas Cinematic
DNEG Internship | 0:58-1:12
During my DNEG internship, I helped create a team cinematic in Unreal Engine 5. My main contribution was custom clothing for Midas, built in Marvelous Designer and skinned in Maya, alongside motion-capture and retargeting work. Read more about Midas Cinematic
07 Custom MetaHuman Clothing Pipeline
MetaHuman Jerusalem | 1:12-1:20
I developed a custom clothing workflow for a virtual Jerusalem project, moving garments from Marvelous Designer through Maya skinning and Substance texturing into Unreal Engine for use with MetaHumans. Read more about Custom MetaHuman Clothing
08 Crab Pot Mimic
BYU animation coursework | 1:20-1:24
I created this transforming kitchen-pot character from modeling through final animation, textured the scene in Substance Painter, and simulated the curtains in Maya before rendering with Arnold. Read more about Crab Pot
09 Stylized Grass Tool
Nolan & Nelson | 1:24-1:37
I built a procedural grass system with Blender Geometry Nodes and a Python add-on to automate setup and give artists controls for density, randomization, image selection, and blade scale. Read more about Stylized Grass Tool
10 Nolan & Nelson
Personal project | 1:37-1:41
I create this personal animated series in Blender, handling modeling, rigging, animation, environments, lighting, rendering, editing, and sound while improving the workflow with each episode. Read more about Nolan & Nelson
02 / Projects
Projects
Student Accomplice
Character rigging, stretchy suspender controls, and a procedural arm autorigger for a BYU capstone film.
02DNEG Internship
A motion-capture cinematic created during a DNEG internship with custom MetaHuman clothing.
03Shrineflow
A character rig for a capstone video game, built with reusable production systems.
04Custom MetaHuman Clothing
Custom garments, patterns, skin weights, and MetaHuman integration for ancient Jerusalem.Nolan & Nelson
A solo animated web series spanning the full 3D pipeline and procedural tools.
06Still Life
An unfinished wooden clock scene built around environment storytelling and material detail.
07Crab Pot
A transforming kitchen pot character created from modeling through final render.03 / About
About
Hi! I’m Delaney, a technical artist and developer working at DreamWorks Animation. I studied computer science and animation at BYU, where I discovered that my favorite part of making animated films is figuring out how to make them work.
I love creating tools for artists and solving the weird technical problems that come with bringing animated stories to life. When I’m not working, I enjoy making my own animated projects, learning something new, playing guitar, listening to music, watching movies, running, or finding a steal at the thrift shop.
Get in touch