I would begin by setting the rig for the basic skeletal functions, as well as blendshapes for facial expressions and additional animations. Afterwards I would bind the skeleton to the character and paint the weights to guarantee realistic movement and avoid clipping. Since the model is supposed to be used in Unity, I would not create controllers outside said program to avoid parenting issues. I am more familiar with 3DS Max, Maya or Unity, but I can adapt to other programs if the client so desires.
What kind of character would it be? Does it have objects to interact with (weapons, tools)? What kind of blendshapes do you require?
I have 2 Masters related to Animation (Sound & Image - Specialization in Computer Animation from Portuguese Catholic University, and 3D Animation from Pearson College London), and am currently undergoing another Masters in Digital Game Development. Before my shift into the artistic I did a Degree in Biomedical Engineering, where I gained an innate knowledge of the human body and anatomy. I'm very creative and imaginative, but at the same time incredibly methodical in my approach and will give any project I'm a part of my entire focus and dedication.
When could we schedule a meeting?