Senior Unreal Engine Specialist & 3D Generalist
I am an Unreal Engine Specialist & 3D Generalist with over 5 years of experience, managing the complete 3D production pipeline.
I handle everything from hard-surface Modeling, Texturing to Custom Rigging, Animation, Real-time Walkthroughs, Industrial Visualization, and Technical Art. I build optimized, render-ready assets, utilizing Unreal Engine 5, Blender, and Substance Painter.
Check some of my projects below.
Interactive Office | UE5 Lumen | Data-Driven UI System | Optimized to 1.78 GB packaged build | Proof of Concept.
How It Works:
100% Data-Driven UI: Everything is data-driven. I hooked the entire menu design (fonts, colors, sizes) and all core functions (material and preset swapping) directly into Unreal Data Tables. This means if a client wants to change the marble options or update menu text, they just edit a simple spreadsheet. No touching the Blueprint logic required.
One "Master" Button: To keep the UI clean and optimized, I built a single parent widget class. It handles all the hover animations and click logic in one place. Every other button in the menu just inherits from it, making iteration incredibly fast and consistent.
Client-Friendly Controls: I customized a Player Controller focused on smooth camera collision and a simple point-and-click teleport system so anyone can navigate the office without getting stuck. I also added assisted camera movement, making it easier for the user to spot design changes around the room.
Real-time Industrial Visualization | UE5 Lumen | CAD-to-UE5 Pipeline | Proof of Concept.
How It Works:
CAD to UE5 with Nanite: Heavy manufacturing CAD files [SolidWorks / Fusion 360 / AutoCAD] usually choke game engines. I built a clean pipeline CAD/Datasmith imports to shrink that raw data into a lightweight, game-ready UE5 asset. It keeps absolute mechanical accuracy but runs at a smooth 60+ FPS with full Lumen global illumination.
One "Master" Widget: To keep the UI clean and optimized, I built a single parent widget class. It handles all the DPI scaling, click logic, and UI Tracking automatically, so the Sockets and Buttons stay locked in place no matter your screen size or camera angle.
Built for Any Computer: Because this is B2B software, it has to run on standard office laptops. I built a master "Game Instance" that takes control the second you open the .exe. It automatically forces a Borderless Window, cranks the visual scalability to Epic, and applies TSR anti-aliasing. You get a pristine, high-end look that won't crash a normal computer.
Real-time level assembly, lighting setup, and performance profiling.
Focused on atmospheric storytelling, post-processing, and Lumen lighting while maintaining rendering budgets (Locked 60 FPS).
High-Res scenes built for video production, YouTube, and offline rendering.
Map built for a game cinematic animation.
If you would like a closer look, these extended videos demonstrate my Level Design in a full production setting.
Rock Desert
Deep Ocean
Sci-Fi Lab
City / Forest Ruin
Full technical pipeline for character animation setup. (Note: 3D Mesh provided by client).
Complete weight-painting optimization and created 4 gameplay cycles (Idle, Run, Attack, Ultimate) ready for Unreal Engine integration.
If you would like a closer look, these extended videos demonstrate my custom Rigging / Animation in a full production setting.
Elden Ring Monsters
Giant Lizards / Dinosaurs
Trevor Henderson Monsters