I worked as a Rigging Consultant at RIFF Studio on the Risen 3 project, where the tool pkmel was used to develop game assets.
The first step was building the skeleton and submitting it to the client to ensure the structure met the animation supervisor's requirements.
Once the skeleton was approved, the control rig and skinning stages were developed in parallel.
In the Combining Elements stage, the control rig and skinned geometry — created in separate scenes — were referenced and connected together.
The final and most technical step involved renaming controllers and restructuring the hierarchy to meet the client's technical specifications.