Kris Terhurne
I've spent 14 years in games doing character tech — cloth, hair, rigging, and the tools that keep them running under a production deadline. Character physics on three Call of Duty titles. Cloth simulation on Mafia III and all its DLCs. The cloth and hair pipeline for WWE 2K19.
Technical Art Manager — 14 years in the AAA, AA, Mobile video game industry. Most recently Senior Manager of Character Technical Art at Obsidian Entertainment, leading a team of 11 through Avowed and The Outer Worlds 2. Previously Sledgehammer Games, Visual Concepts, Hangar 13, Kixeye, and Goko. BFA in Animation & Visual Effects, Academy of Art University.
Thirteen shipped titles, 2012 through 2025.
Two tools, both usable. The Maya one downloads as a .py; nodeSmith has its own page.
Click any thumbnail to watch the sim in action.
This cloth asset shows how the cloth reacts to the player collision capsule and shot collisions: Environment Cloth Clothesline
I also worked on the cloth physics for the cinematics in Mafia III and all DLCs:
Thanks to IGN: Mafia III Cinematic
Thanks to MKIceAndFire: Mafia III Sign of the Times DLC
Thanks to Gamer's Little Playground: Mafia III Faster Baby DLC, Mafia III Stones Unturned
Dynamic nHair-driven joint chains for cape, loin cloth, and hair — simulated motion baked to FK controls for animators to polish, plus creature and character rig demos.
Building an nHair dynamic joint chain that can be manipulated in real time using a simple expression.
Maya, ZBrush, Photoshop. Click a thumbnail to view full size.