Norberto Aguilera

3d Rigger/animator at Liquid Development

Norberto Aguilera is a skilled 3D Rigger and Animator with extensive experience in the gaming industry. Currently serving as a 3D Rigger/Animator at Liquid Development since November 2022, Norberto possesses a strong artistic eye for skin deformation and proficiency in integrating assets into game engines such as Unity and Unreal, along with familiarity in 3DS Max and Motion Builder. As the Principal CEO of Maxdesign3d since September 2019, Norberto oversees an online store for 3D game assets, showcasing high-quality products for enhancing gaming experiences. Previous roles include animation work for NEXON GAMES on the KartRider: Drift cinematic, senior animation positions at Pump Action Games, and contributions at Crescent Moon Games, Archangel Studios, and Gameloft Montreal on various game titles across platforms. Norberto holds a Bachelor's degree in Computer Engineering from Universidad de las Ciencias Informáticas.

Location

Miami, United States

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Liquid Development

At Liquid Development, we know creating content for the next-generation of gaming machines can be a grueling process for publishers. The amount of assets required by these new state of the art games can break any budget! Assembling the team of artists is a tough job in itself, but occupying their time in between projects can be downright impossible. Not to mention, finding the resources to create a specific element of a game can often take longer than the task itself. Enter Liquid Development. Using our resources allows the publisher to do what they do best: create great games, instead of managing a room-full of artists. Liquid Development has the experience to step in at any point in the process and produce art that is top-notch and true to the designer's vision. Our management can combine talents from multiple artists and create a cohesive array of content. Because of our art director experience at previous organizations, we know the frustrations that publishers often face when trying to implement the work of multiple teams of artists. We know that this experience comes as a refreshing change to most publishers.


Headquarters

United States

Employees

51-200

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