Official trailer frame of Metal Eden

Technical Animator · Unreal Engine 5

Gameplay animation systems for Unreal Engine 5

Senior Technical Animator on first- and third-person shooters. I build one animation setup the whole roster shares, so adding a character or a weapon does not mean rebuilding the graph.

Lima, Peru · Remote, GMT-5 · Unreal Authorized Instructor

Screenshot: Deep Silver / Steam

Shipped and in production

7 projects · hover to pause

Player and AI

Implemented gameplay animation systems for player characters and AI in this cooperative multiplayer survival horror shooter.

No More Room in Hell 2 · Torn Banner Studios

Enemy AI

Developed gameplay animation systems for enemy AI characters including humanoid enemies, robots, and mechs.

Metal Eden · Reikon Games

From scratch

Built the full gameplay animation system from scratch for a multiplayer shooter featuring cats controlling mechs.

Nyan Heroes · 9 Lives Interactive

How it works

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.

02 Characters

Modular cosmetics

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

Many characters, one budget

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.

Also in the toolbox

  1. Abilities and warping. GAS-driven abilities, motion warping and runtime IK, so gameplay intent and animation agree on where the character lands.
  2. Blueprint first, then native. The architecture starts in Blueprint so animation and design can iterate fast; once the design settles, the hot paths move to C++ with engineering.
  3. Budget before dynamics. Capes, ponytails and cloth cost frame time, and the budget changes with the mode and the character count. I run that number before anyone rigs.
Diego Balarezo

Instructor

Gameplay animation in Unreal Engine

Unreal Authorized Instructor badge, authorized by Epic Games 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.