Currently, I have the privilege of working at Halo Studios as a Technical Artist focused on character and vehicle integration within a stitched Unreal Engine pipeline. My work spans rigging, physics setup, gameplay asset integration, and tool development. I collaborate closely with modeling, animation, game design, and FX teams to ensure assets function reliably and meet both visual fidelity and gameplay needs.
Every day, I continue to learn more about Unreal Engine, Halo’s proprietary engine, and how to improve workflows within a stitched engine environment. Much of my work has involved identifying engine implementation requirements and determining what is needed to successfully bring assets into the game. The challenges of working within a stitched engine pipeline have been significant, but they have also provided invaluable experience in problem-solving, cross-disciplinary collaboration, clear communication, adaptability, and planning.
I look forward to continuing to learn and sharing more in the near future.
Visit the Steam Page to learn more about the project I’m currently involved in.