Valeriya Fedoseeva

Character Rigger · Technical Artist · Python Developer

Valeriya
Fedoseeva

Designing modular rigging pipelines for teams that need flexibility without sacrificing stability. Creator of the Sunshine Tool Suite - a modular ecosystem of rigging and pipeline tools for Maya.

Working RemotelyOpen to select projects
Valeriya Fedoseeva

Valeriya Fedoseeva

Tokyo · Malmö · Remote

01 / Background

Character Rigging & Technical Art

I build character rigs, modular rigging systems, and production tools for Autodesk Maya.

I moved abroad alone at fifteen — Ireland, then the UK, then Japan — and picked up the habit of building my own footing wherever I landed. That instinct followed me into rigging.

Over the past several years I’ve worked across cinematic production and games — from Square Enix Visual Works in Tokyo to Massive Entertainment in Malmö, and now on independent tools and pipeline systems.

These days I’m focused on Sunshine — a collection of rigging and production tools that grew out of questions I kept asking myself while working in production:

How can rebuilding a character be safer?

How can tools explain what’s wrong instead of quietly failing?

How can a pipeline work for one developer as comfortably as it does for a large studio?

Those questions gradually became more interesting to me than simply adding another rig feature. So while I still enjoy building characters, I spend just as much time designing the systems that support them.

Approach

“A rig that only survives until the character changes isn’t finished. Validation and rebuild-safety aren’t extras — they’re the job. That’s the premise behind everything under Sunshine: tools that check their own assumptions before they build, and don’t quietly assume a studio-sized pipeline sits behind them. Automation doesn’t replace a rigger’s judgment — it just stops spending that judgment twice.”

Square Enix Visual Works — Tokyo, 2017–2021 · Massive Entertainment — MalmöFF7 Remake, Kingdom Hearts III, Just Cause 4, Dissidia NTAutodesk Maya, Python, PyQt, PyMEL

02 / Brand Suite

The Sunshine Tools

One system, four connected tools — built around the same core idea: rig and pipeline logic that validates itself before it builds anything.

Sunshine Project Manager

Solo-Scale Production Pipeline

Status:Alpha — Core Workflow Complete

A Maya-integrated pipeline tool for solo and small-team production. The full cycle — project setup, asset and shot creation, versioned save, and publish with validation — already runs end to end.

Key Architecture & Features:

  • Finder-style project browser, sandboxed to the project root
  • Project, asset, and shot creation from editable JSON templates
  • Full save → publish cycle with per-department validation and sidecar metadata
  • Session log with severity filtering — surfaces its own failures instead of failing silently

/assets/characters/hero/

├── model_pub.fbx

├── rig_v012.ma

└── publish_meta.json

Zero-config solo asset structuring

Sunshine Auto Rigger

Modular Character Rigging

Status:In Development — ~8 Weeks to Production-Ready

Assembles character rigs from modular components — spine, arm, leg, hand, neck/head — through a six-phase build system (validate → build → connect → finalize) instead of built from scratch each time. Core rig architecture holds up under review; animator-facing tools are the current focus before production use.

Key Architecture & Features:

  • Six-phase module build, modules discovered through a socket + space registry — no hardcoded wiring between parts
  • Near-zero IK/FK constraint offsets and production-grade stretch, verified module by module
  • Node-graph assembly UI with per-module validation before build
spine_01socket: clavicle_Larm_L

Connected modules via Socket attributes

Assembly node interface blueprint

Sunshine Facial Rigger

FACS-Driven Facial Rigging

Status:Active Development

A FACS-driven facial rigging system, built region by region — brow, eyelids, ears, nose, lips, cheeks — driven by a curve-template library instead of hand-keyed correctives.

Key Architecture & Features:

  • Region-based guide creation with auto-tagging for mirroring and detection
  • Calibration tab with live driver preview and response presets
  • Artist / TD mode split — curve-library internals stay protected in production
[FACS] browOuter_LActive
Curve Formula: linear_interp(v, 0, 1)

Live facial response calibration

Sunshine Riggie ToolKit

Everyday rigging toolkit

Status:v0.1.0 — Active Development

A compact Maya toolkit for the rigging tasks that come up constantly — renaming, joint orientation, attribute connections, batch constraints, skin transfer — each as its own focused tool behind one launcher panel.

Key Architecture & Features:

  • Eight focused tools, from joint orientation to ngSkinTools2 layer transfer, behind a single launcher
  • Skin Transfer runs as a staged, validated workflow with rollback if something goes wrong
  • Built-in health checks and per-tool bug reporting — failures surface instead of hiding

// riggie_shelf

▸ mirror_ctrls
▸ zero_out_srt
▸ copy_skin_wts

One-click rigging utilities shelf

03 / Sandbox Playground

Interactive System Demos

Test the live logic behind the tools directly in your browser. Swap modes to explore artist-friendly vs technical director insights.

Maya-style Node Editor Simulator
Spine Node

Joints: 5

Status: Validated

Arm Left

Joints: 3

Status: Validated

Leg Left

Joints: 4

Status: Blocked

Face Node

Joints: 18

Status: Validated

Build Log Console Output
// Console initialized. Select a node to review.

Node Inspector

Inspect module attributes

Module Name:Spine Module
Prefix label:spine_
Maya Joint Count:5
Rebuild Integrity:Verified 100%
Validation checks prevent broken builds.

04 / Dev Diary

Sunshine Build Log

Short, dated notes on what’s changing across Sunshine — added as it happens, not written up after the fact.

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05 / Connection

Let’s Collaborate

Have an inquiry about Character Rigging pipelines, custom tool development, or want to discuss a selected remote project? Drop a message here or reach out through my social handles.

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