During my time at Neon Machine Inc., I worked as a Character Technical Artist on Shrapnel, a competitive, extraction-based first-person shooter built in Unreal Engine 5. I collaborated with the Character Lead and team to meet artistic and technical goals, managing and refining Metahuman-based assets, developing cloth simulation and character customization systems, and supporting R&D efforts. I also partnered with UI/UX to render high-quality NFT weapon and character skins, helped define best practices for real-time presentation, assisted with lighting setups, and worked with the environment team to produce Nanite-based vehicles.
Shrapnel gave me valuable insight into game production, asset management, and team collaboration. I gained experience converting animated Nanite vehicles to skeletal meshes for performance, optimizing Metahuman assets, and using Unreal Insights for profiling. This project strengthened my weight painting, scripting, and cross-team problem-solving skills while deepening my understanding of scalable asset workflows for high-quality game production.
Responsible for all character skinning, character integration, some vheicle integration, cloth sims, renderings, and optimizations.
[Character Lead - Brice Broaddus] [Weapons Lead - Tanner Ellison] [Enviorment Lead - Sherif Habashi] [Hard Surface Artist, Enviorment Artist - Danny Rodriguez]
[Character Artists - Sergei Matveenkov, Pedro Varella, and Abraham Tovmasyan]