Why "GoodSewed"?
The nickname originates from my last name, Khoroshilov, reinterpreted into an English technical metaphor.
"Good" — quality, precision, reliability.
"Sewed" — stitching systems into one functional whole.
This reflects my work:
- Sewing rigs with deformation
- Sewing tools into pipelines
- Sewing workflows into production systems
Not separate parts — but connected architectures.
About Georgii Khoroshilov
Georgii Khoroshilov is a Character TD / Rigging TD / Pipeline TD working at the intersection of character technology, deformation systems, and production infrastructure.
He focuses on building modular rig frameworks, automation tools, and scalable pipelines designed to optimize animator workflows and studio production processes.
Georgii has contributed to cinematic and game productions and has also operated his own production studio delivering rigging and animation services. This dual perspective shapes his approach — blending technical depth with real-world pipeline efficiency.
His rigging expertise includes joint-based and hybrid systems, RBF corrective setups, pose readers, and procedural deformation frameworks. He has explored muscle simulations, sliding deformers, and is currently expanding into runtime rigging through Control Rig.
Alongside production work, Georgii develops pipeline tools and export systems, including his upcoming release Good Export Studio, focused on streamlining animation and rig export workflows.
He positions himself as a pipeline architect and systems visionary — designing structured, scalable solutions that bridge character technology and studio infrastructure.
Technical expertise
Rigging & deformation
- Biped, creatures, birds, stylized & semi-realistic characters
- MetaHuman adaptation & integration
- Joint-based and hybrid rig systems
- RBF corrective setups
- Pose readers & procedural deformation
- Sliding deformers & experimental muscle workflows
Pipeline & automation
- Workflow architecture & optimization
- Export pipelines
- Production automation tools
- Validation & batch systems
- Tool UX for animators & TDs
DCC & engines
- Autodesk Maya (primary)
- Unreal Engine 4 / 5
- Unity
- Control Rig (in progress / R&D)
Programming
- Python
- Blueprint
- Tool UI development
- Pipeline scripting
System philosophy
My engineering mindset is constructor-based. I design systems like modular structures:
- Boxes → modules
- Trees → hierarchies
- Pyramids → dependencies
- OOP → behavioral logic
Everything I build — rigs, tools, pipelines — is meant to be assembled, extended, and scaled. I approach production as a generative system rather than a linear workflow.
Human Design: Generator · 5/1 Heretic Investigator
My work is driven by research, structural analysis, and system reinvention — breaking down production workflows and rebuilding them into scalable rigging and pipeline frameworks.
Experience & credits
Full production history and credits: