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FabricatorStudio

HUMAN+AI STUDIO TOOLSET

FabricatorStudio is a one-person technical art studio. The pipeline is free. The technical artist who built it is available for hire.

Next-gen Maya Studio Pipeline. FabricatorStudio allows you to focus on what matters most, and automates the rest. Automated high-end, animator-friendly rigs, autoskinning, and direct to engine delivery.

Advanced Modules →
FABRICATORSTUDIO

Not screenshots of the tools. The characters and the work that came out of them.

Reggie

LIVE

Rigged, skinned, and exported to Unreal entirely through the pipeline.

How

Built in Maya with Fabricator, skinned with AutoSkin, exported through the FBX skeletal exporter, and imported into Unreal against the same rig-binding contract every character in the pipeline uses. No hand-off, no cleanup pass, no separate export rig.

QS_BipedRig

SHIPPED

The blueprint anyone downloads, built and validated on a vanilla Maya install.

How

The blueprint that ships with the toolset. It builds on a clean Maya install with nothing else present, which is the only test that matters for a rig anyone can download.

v1BUSL-1.1, source available

FabricatorStudio v1

SHIPPED

Public source, full docs, a public issue tracker, and outside users.

How

Shipped 2026-07-20 under BUSL-1.1, with documentation, a public issue tracker, a changelog, and a known-issues page. Every version becomes fully open source four years after it ships, automatically.

FABRICATORSTUDIO

Modular rigging, automatic skinning, a cross-rig pose and animation library, and FBX exporters with an engine-ready contract.

Pure Python, source available, nothing to compile, nothing hidden.

Free for studios under $2 million a year. See licensing.

Available for engagements.

Rig and export setup, custom Maya tools, fractional TA and retainers. Delivered by the technical artist who built Fabricator, documented, and yours to keep.

FABRICATORSTUDIO

Adrian Melian
Technical Artist  ·  14 years in AAA

Hi, I'm Adrian Melian.

I've spent 14 years as a Technical Artist in AAA games, at Sledgehammer Games, Camouflaj, Meta, Double Fine, Ubisoft, and NCSoft. I led the Character and Weapons Tech Art teams at Sledgehammer and shipped two Call of Duty titles. Along the way: Broken Age, South Park: The Fractured But Whole, Horizon Worlds.

Game dev is changing fast, and a new era of generative AI is here. Avoiding generic slop still takes good tools, ones that put the layers of polish where you want them. So I'm sharing my toolbox. FabricatorStudio is the rigging, skinning, animation, and export kit I built for indie teams and small studios, to the standard I held on AAA productions.

My whole career, I built awesome tools for big studios. Then the lay offs happened, and when I sat down to build my own game I realized I had nothing. Fourteen years of building tools, and my own toolbox was empty.

So I built it all again, for myself. While I watched my peers get laid off one by one, I realized they were starting over with nothing as well. So I decided to release my toolset. This one is free for you.

The idea is simple: the studios that can afford a Technical Artist help keep it free for everyone who can't. A flat license above two million a year in revenue is what holds the door open for the solo developers and small teams who are building without one.

Adrian
14 YEARS  ·  SHIPPED

Call of Duty: Vanguard · Call of Duty: Modern Warfare III · Broken Age · Costume Quest 2 · South Park: The Fractured But Whole · Horizon Worlds · Arizona Sunshine: Contagion Z · Massive Chalice