Omz Velasco
Performance‑Driven Storytelling in Unreal Engine
Real‑Time Director • Cinematics Leader • Studio-Level Systems Architect
Performance‑Driven Storytelling in Unreal Engine
Real‑Time Director • Cinematics Leader • Studio-Level Systems Architect
I’m a real‑time director, cinematics leader, and systems architect.
I build clarity systems, emotionally grounded workflows, and performance‑driven pipelines that help teams move faster, stay aligned, and tell stories with intention.
My work blends creative direction, technical fluency, and studio‑level architecture — from real‑time performance capture to multi‑disciplinary pipelines to the systems that make excellence predictable.
This portfolio is a snapshot of the tools, frameworks, and real‑time work that shape my directing practice.
Real‑Time Cinematics Pipeline View Case Study
Markerless mocap, facial performance, rapid prototyping, and layout workflows.
2D → Stylized 3D Character Pipeline View Case Study
A fast, expressive pipeline for translating 2D illustrations into stylized 3D characters ready for performance.
Remote‑First Creative Systems View Case Study
The frameworks I built to help teams — and now myself — move with clarity, emotional intention, and predictable iteration.
If you’re exploring real‑time storytelling, performance‑driven pipelines, or creative systems that empower artists, I’d love to connect.
ARCHIVE OF EARLIER WORK
If you’d like to explore my older work from ILM, EA, Unity, and my early AI previs experiments, you can find my previous portfolio here: