01 Locomotion
Locomotion architecture
The base graph owns logic and transitions; the assets live outside it. Weapons and archetypes plug in through layer interfaces, so an animator can ship a new weapon or archetype without opening the base graph.





View project
In development
07
Unannounced Multiplayer Shooter
Escape Velocity Entertainment
Player and AI
No More Room in Hell 2 · Torn Banner Studios
Enemy AI
Metal Eden · Reikon Games
From scratch
Nyan Heroes · 9 Lives Interactive
01 Locomotion
The base graph owns logic and transitions; the assets live outside it. Weapons and archetypes plug in through layer interfaces, so an animator can ship a new weapon or archetype without opening the base graph.
02 Characters
Body parts, weapons and attachments are swappable layers, each with its own dynamics: ponytails, capes, backpacks, wings. A Fortnite-style setup, built so an outsourcing team can add content without touching the core.
03 Scale
A co-op zombie shooter running up to 100 characters. Significance decides which features stay on at each distance, and animation sharing carries the background crowd. The significance pass belonged to another team; my part was the setup that let them toggle features without touching animation.
Instructor
Unreal Authorized Instructor
Authorized by Epic Games · 2026 ↗
Animation Blueprints, retargeting and locomotion, taught in English and Spanish from the systems I build in production.