THE WAY OF SUCCESS: interview with Claudio Quarra Sacco


For our feature THE WAY TO SUCCESS, we meet with Claudio Quarra, a Rigger at Axis Studios and former student in our Course in 3D Digital Production.

Hi Claudio,

it is a real pleasure to have you here with us and ready to share your experience with all our students. Let’s start this interview with a quick presentation: you have been one of the youngest students we have ever had, which means you developed a passion for computer graphics at a very young age, didn’t you?

Yes, that’s true, I became passionate of computer graphics a few years before attending the course in 3D Digital Production, I must have been around 21 years old. After learning how the 3D world works during my stay at Rainbow Academy, my interest grew tremendously.

You started your career in full cg animation at Rainbow CGI, how was the transition to the Videogame industry?

I must say I am truly happy, having always been a great fan of videogames – this transition has helped me appreciate my job even more.

What do you think the main differences between the two industries are?

I’d say that the main difference lies in the type of projects you work on. Axis is broadening its field of work and has the possibility of being assigned big productions from clients from all over the world, which means it works on films, tv-series, real-time games, etc…

Many people don’t know what it means to be specialized in Rigging, what does a Rigger actually do? Are there any differences between a rig for a full cg asset and one for a videogame?

A Rigger’s main task is the creation of the skeletal structure of a model, which can be a human being, an animal, a vehicle or any other object. The skeleton provides the model with all those functions (controls, muscles, tools) that allow the animator to make it move. The main difference between a full CG asset and a videogame one is that CG rigs are very heavy and require a lot of skills to actually make it easier for the animator to move them, while videogame rigs are simpler, but they still need all the main functions, trying to keep them light not to limit their performance.

What difficulties does your department have to face and what difference is there with the other departments?

The main difficulties are more or less the same no matter the department: for example, you need to be very respectful of deadlines and there needs to be good communication between all the departments, especially between those that are closely linked to the rigging one.

What characteristics does a Rigger need to have from an artistic and technical point of view?

From a technical point of view (and partly also from an artistic one), the most important skills for a rigger are precision and problem solving. To work in the rigging department you also need to have good artistic knowledge not only of the anatomy of the body but also of its muscular or facial deformations. In this department it is the technical side that actually matters the most. Indeed, having good problem solving skills is a fundamental requirement to come up with effective solutions even in the hardest situations.

Is there an artist that has a special influence on your style or technique?

Honestly, there’s no artist I’m particularly influenced by, yet on the internet there is plenty of super-skilled artists who can help you learn something new all the time.

What are the last projects you have worked on and which of them has left the best memories and has given you the greatest satisfaction as an artist?

The last projects I have worked on and that I am particularly fond of are all cinematic:
“New World” – Trailer for the first game by Amazon,
“War of the Spark Official Trailer – Magic of The Gathering” – Trailer for the Magic card game expansion pack,
“Tales of Runeterra: Demacia | “Before Glory” ” – First episode in a series of short movies by Riot Games,
“DEATHLOOP” – Trailer for a new videogame produced by Arkane Studios/Bethesda Softworks.

What projects are you currently working on (if you are allowed to talk) and what are your future objectives?

My future goal is definitely that of taking part in larger and more important projects to keep learning and improving!

If you could give a piece of advice to all those guys who want to pursue a career in this field, what should they do and what should they avoid doing?

I can tell all of them that this job requires a lot of perseverance and a great deal of passion; Rainbow Academy’s course allows you to understand all the basics and the ins and outs of the entire workflow in a 3D company. If you get the chance of working on a movie, tv-series or videogame that you can share with other people, you will be very proud of it!