Tools: Unreal Engine 5, C++, Blender, Perforce
Project Length: 12+ months (May 2025 - Present)
Project Contributions:
Built a custom locomotion system from scratch.
Features a complex animation state machine with multi-directionality.
Makes use of animation layers in order to use the same animation playing logic for different pose types.
Makes use of advanced animation nodes such as Stride Warping, Orientation Warping, Sequence Evaluators, and Ground Prediction.
Makes use of animation modifiers such as Distance Matching and Synchronization Markers.
Features additive leaning and jump land recovery with dynamic alpha values.
Works for both the player and on NPCs.
Wrote a 35+ page documentation describing how the locomotion system system works for my team to use.
Created custom IK Rigs and IK Retargeters for our custom character to use.
Created Anim Montages and custom Anim Notifies for attack combos and multi-directional rolls.
Used Blender to edit and modify keyframe animations, such as adding more anticipation/ recovery to an attack, or to modify the root distance of a roll.
Video Tutorial I created in order to help the combat designer on our team create attack combos for our game Ember's Oath.
It teaches how to export animations from Unreal Engine into Blender, how to use NLA strips to blend multiple attack animations together into a combo, and how to re-import the new animation back into Unreal Engine.
Here is an example of a character which I modeled, rigged, weight painted, and animated within Blender.