Senior Technical Animator specializing in MetaHuman pipelines and AI-driven character systems
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Unreal Engine gameplay/systems developer who owned core systems like NPC AI (AI Controller/Behavior Trees) and loot/itemization/economy, plus progression/difficulty frameworks for a shipped title. Notably drove mobile performance/packaging work, citing a ~75% reduction in AAA Android export size to get a high-end console-quality build under 500MB, including a custom Photoshop macro pipeline to process a massive texture library. Also prototyped advanced MetaHuman features (secure WebSocket, speech/visemes, expressions) using Blueprints and Unreal Editor Python utilities.
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