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Adrian Melian - EXPERT TECHNICAL ARTIST in Remote, USA

Adrian Melian

Staff Technical Artist specializing in character pipelines, rigging, and tools for games

CamouflajThe Art Institute of California – San FranciscoRemote, USA16 Years ExperienceStaff LevelWorks On-Site

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About

Lead Tech Artist/animation systems specialist with UE5 locomotion and VR experience, including a complex VR mech setup where player arm motion drove mech arms with intentional lag using IK and follow points. Has shipped experience across Meta Horizon VR (built Unity profiling tooling) and Call of Duty (animation performance fixes for runtime cinematics), plus a strong track record building artist-first pipelines like modular rig builders and an AI skinning framework.

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Key Strengths

  • End-to-end UE5 locomotion/AnimGraph architecture with modular, tunable parameter exposure
  • Deep real-time IK + rigging problem solving (resolved mesh flipping via procedural joints and angular limits)
  • VR character/vehicle animation systems with nuanced “feel” tuning (mech arm lag using follow points/IK)
  • Performance-minded animation implementation (tradeoffs between fidelity and frame rate; C++ over Blueprint bloat)
  • Animation optimization for runtime cinematics (compression settings, reducing dynamic joints/cloth, memory footprint)
  • Cross-discipline leadership as Lead Tech Artist (scoping/triaging art requests, negotiating constraints, aligning with engineering/production)
  • Pipeline/tooling focus on maximizing artist iteration speed (one-click export-to-engine, non-linear workflows)

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Experience

EXPERT TECHNICAL ARTISTCamouflaj · Jan 2025 – Jan 2026
LEAD TECHNICAL ARTISTSledgehammer Games · Jan 2020 – Jan 2025
TECHNICAL ARTISTVarious Studios · Jan 2009 – Jan 2019

Education

The Art Institute of California – San Franciscobachelor, Media Arts & Animation (2010)

Awards

  • Best Portfolio Award 2010 - Art Institute of California – San Francisco

Skills

Languages

English

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Typically responds within 24 hours

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Adrian MelianStaff Technical Artist specializing in character pipelines, rigging, and tools for games