Steamroller exists to breathe life into stories, characters, and experiences in visual, physical, and virtual spaces. Each project that comes our way, be it a game, a film, or a theme park ride, exists in its own universe. It is our job to bring this multiverse to life. Our animators build believable characters and whole worlds in a multitude of universes, while our developers manipulate the rules of perception to transport you to a new definition of reality. We relish the opportunity to bring our clients’ universes to life while also developing our own stories.

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Richard Silliker

Steamroller Studios / Richard Silliker

Richard Silliker


Software Engineer

Plantation, FL


Backend Engineer – App Store, Magic Leap, FL, March 2019 – Present

  • Design and Develop Web APIs used for the Magic Leap One Store, and the Creator Portal.
  • Maintain APIs for package and 3D asset  validations.
  • Implement internal app store publishing for all of Magic Leap.
  • Maintain and Develop the Magic Leap One app store built in Unity.
  • Debug and solve identity and enterprise service issues with associated teams.
  • Guide other employees on how to best prepare for publishing apps.
  • Prototyped Portal Icon validation tool for Unity.

Build/Tools Engineer – Magic Leap Studios, Magic Leap, FL January 2018 – March 2019

  • Created room capturing tool for QA to test XR apps in different spaces
  • Created transform playback tool to capture asset analytics and playback sequences for developers.
  • Maintained Jenkins CI for app development.
  • Dockerized  systems and move the studio towards a services type ecosystem.
  • Managed and deployed artist and developer machine configurations with Ansible.
  • Shipped Titles:
    • Undersea(Made with Unreal Engine)
    • Project Gemini(TBA)

Senior Character TD – Magic Leap Studios, Magic Leap, FL, December 2016 – December 2017

  • Created in house rig builder that standardized rig modules and other rigging tasks.
  • Created rigging pipeline for ingesting assets and publishing rigs for animation team,  Unity and Unreal Engine.
  • Created pipeline distribution infrastructure for animation/rigging code.
  • Created animation tools for mirroring, space & IK/FK switching.
  • Rigged realistic and cartoon characters of all shapes and sizes.
  • Prototyped internal XR asset viewer for the Magic Leap One.
  • Shipped Titles:
    • Create(Made with Unity)

Lead Rigging TD/VFX Artist, Moonbot Studios, LA, January 2016 – November 2016

  • Built a large volume of rigs under tight deadlines.
  • Optimized in-house rig builder, speeding up build times of rigging components.
  • Created rig template system to speed up common rig types.
  • Responsible for  particle, cloth and hair FX of all characters.
  • Worked on shorts/games such as:
    • Samsung – Inside the Fridge
    • Gatorade – The Boy Who Learned To Fly
    • Comfort – Selfridges
    • Dolby – Escape
    • Faultline(PS4)(never shipped)(Made with Unity)

Rigger, Moonbot Studios, LA, June 2014 – December 2015

  • Responsible for rigging characters from creation to completion for film and games.
  • Created new rigging modules using Python, and scripts to enhance rigging workflow.
  • Contributed to meetings to make sure rigging maintained a high quality standard.
  • Worked on shorts/games such as:
    • Michelin-Total Performance
    • The Numberlys
    • Radio Flyer-Taking Flight
    • Prince Cookies
    • Comfort-First Date

Lead Rigger, The Graphic Film Company, CA, April 2013 – November 2013

  • Created rigs for mocap retargeting and integrate them into the animation pipeline.
  • Wrote tools and scripts to help solve redundant tasks for other artists and myself using Python.

Assistant Animator/Rigger, Elastic Pictures, TN, April 2012 – January 2013

  • Rigged and animated characters and props for commercials, TV spots, intros, and bumpers.
  • Assisted with FX and modeling tasks.
  • Created tools to transfer animation and rigs between C4D and Maya using Python.


  • Most knowledgeable with Python, but use other languages in my day to day work such as Powershell, Bash, Javascript, C#, Go.
  • Able to read/write and debug C++/Rust, but not very knowledgeable on writing performant code.
  • Pretty familiar with most 3D DCCs with Maya being the most familiar.
  • I can rig characters and know how to create FX for film and games.
  • Experience using particles, cloth, hair simulations.
  • Experience developing for Unity and UE4.
  • Experience setting up cloud-based infrastructure.
  • Understanding of non-relational databases like DynamoDB and relation databases like PostgreSQL.
  • Have experience budgeting resources and making timelines for teams on projects.
  • Used to working in very large codebases.
  • Familiar with Perforce and Git based pipelines.




Bachelor's Degree - Computer Animation at Full Sail University

Concentration in Rigging, FX, Tooling

  • Programming
  • Updated 1 year ago

To contact this candidate email ricksilliker@gmail.com

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