The tools are free and open source. The work I take on for hire runs the same way: agile, readable, documented, and yours to keep. Every engagement is delivered by the technical artist who built Fabricator, not a team you have never met, and you are never dependent on me to keep moving.
Every engagement starts as a written proposal. You see the plan, the code, and the reasoning before anything touches your pipeline. No black boxes.
Open source, pure Python, no DRM and no license checks. Read it, change it, maintain it yourself. You are never renting access to something you cannot open.
No two productions are the same, so Fabricator is built to be extended and customized. It bends to your pipeline instead of making you bend to it.
I document what I build and leave your team able to run it without me. The point is your independence, not a retainer you cannot get out of.
Industry standard tools that come with 14 years experience building pipelines for AAA games.
Scope and pricing depend on your team, your characters, and your deadline, so everything is quoted after a short call. The usual starting point is an audit.
About a week. I go through your rigs, skinning, export path, naming, and versioning, then hand you a findings document, a prioritized fix list, and a quote for the fixes. Sign a fix package within thirty days and the audit fee credits toward it in full, so the first step costs you almost nothing to try.
Characters rigged with Fabricator and wired clean into your Maya-to-Unreal export contract. Scoped to your roster.
A Maya tool built to spec, documented, and handed over readable, so your team owns it long after I am gone.
Retainers and fractional TA work, from a couple of days a month to owning a slice of your pipeline, at whatever cadence the production needs.
Tell me what is slowing your pipeline down. I will tell you honestly whether I am the right person to fix it, and what it would take.
Prefer email? adrian@fabricator.studio