Tech Animator · Unreal Authorized Instructor · Shooters

Animation
systems
for Unreal.

I'm Diego Balarezo. I architect gameplay animation for 1P/3P shooters — modular systems where one setup drives every character, and the headroom to run 100 of them on screen.

Open to work Based Lima, Peru Remote only · GMT-5
Unreal Authorized Instructor - accredited by Epic Games Unreal Authorized Instructor Accredited by Epic Games · 2026 ↗
PERSONA UE 5 Diagram
SPEED 0.74 YAW +12.3° BLEND 0.18s
▸ IDLE ▸ WALK ▸ RUN ▸ STRAFE
move the mouse →
BLENDSPACE2D 16 samples Interactive diagram
▸ 01 — Shipped
0+
Titles shipped on console, PC, Switch and mobile
▸ 02 — Experience
7+
Years in production from indie to AAA
▸ 03 — Studios
8+
Including Reikon, Torn Banner, Bamtang
▸ 04 — Platforms
5
PS5, Xbox, PC, Switch, Mobile
▸ Trusted by studios
Reikon Games · Torn Banner Studios · Bamtang Games · 9 Lives Interactive · Agora Studio · Saber Interactive (Latam) · Escape Velocity · Reikon Games · Torn Banner Studios · Bamtang Games · 9 Lives Interactive · Agora Studio · Saber Interactive (Latam) · Escape Velocity ·
Selected work

Unreal Engine
projects.

View archive
No More Room in Hell 2
02 UE 5
Torn Banner Studios Senior Technical Animator

No More Room in Hell 2

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

Unreal EngineTechnical AnimationAnimation Blueprints +5
Metal Eden
03 UE 5
Reikon Games Senior Technical Animator

Metal Eden

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

Unreal EngineTechnical AnimationAI Animation +4
Nyan Heroes
04 UE 5
Independent Senior Technical Animator

Nyan Heroes

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

Unreal EngineTechnical AnimationAnimation Blueprints +4
Nickelodeon Kart Racers 3: Slime Speedway
05 UE 5
Bamtang Games Senior Technical Animator

Nickelodeon Kart Racers 3: Slime Speedway

Contributed as Technical Artist handling shaders, tools development, art optimization, and lighting.

Unreal EngineTechnical ArtShaders +3
Unannounced AAA Projects
06 UE 5
Independent Senior Technical Animator

Unannounced AAA Projects

Senior Technical Animator on AAA multiplayer online shooters under NDA, building gameplay animation systems and multiplayer pipelines.

Unreal EngineTechnical AnimationAnimation Blueprints +4
Reel

Technical animation
reel.

Selected technical breakdowns

How it
works.

Locomotion
01

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 a new archetype and never open the base graph.

BLENDSPACE2D
Layer InterfacesLinked Anim GraphsAnimBP ArchitectureLyra-style
Modular cosmetics
02

Modular
cosmetics

Body parts, weapons and attachments are swappable layers, each carrying its own dynamics: ponytails, capes, backpacks, wings. It is the way Fortnite ships cosmetics, and it is built so an outsourcing team can add content straight into the core setup.

SHARED RIG
Modular PartsCosmetics PipelineAttachmentsAnim Dynamics
Scale
03

100 on
screen

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 itself belonged to another team; my part was the setup that let them toggle features and leave animation alone.

CROSS-SKELETON
Significance ManagerAnimation SharingCrowdsOptimization
▸ Also in the toolbox
Abilities & warping

GAS-driven abilities, motion warping and runtime IK — so gameplay intent and animation agree on where the character actually lands.

One system, every AI

Humanoids, robots and mechs sharing a single animation system instead of one per archetype. New enemy types stop being new work.

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, so nobody builds something the game cannot afford.

About

Unreal-native
technical
animation.

I'm a Technical Animator & Tech Artist in Lima, Peru, focused on Unreal Engine 5 and first/third-person shooters, and an Unreal Authorized Instructor accredited by Epic Games. My work is character systems: one setup that drives every character, and a pipeline an outsourcing team can feed on its own.

The process is the same on every project. I build the architecture in Blueprints so animation and design can iterate at full speed, and once the design settles I move the hot paths to code with engineering. The team never waits on a rebuild to try an idea.

How many dynamics a character can afford is a decision about the mode, not about taste: 5v5 is not 50v5. So I run that budget before anyone rigs. And I build on Unreal's standard rather than around it, because custom work puts a person in the middle of every new character. On the team side that means one shared source of truth for priorities and ownership, and decisions written down where the next person can find them.

Unreal Authorized Instructor - accredited by Epic Games Unreal Authorized Instructor Accredited by Epic Games · 2026 ↗
Based · Lima, Peru Open to · Tech Anim / Tech Art roles
▸ Stack
EngineUnreal Engine 5, specialist
AccreditationUnreal Authorized Instructor, Epic Games
FocusGameplay animation systems for 1P/3P shooters
ArchitectureLayered AnimBP, modular gameplay, Lyra-style setups
CharactersModular body parts & cosmetics, animation sharing, runtime retargeting
ScaleSignificance-driven features, crowds, 100+ characters on screen
GameplayGameplay Ability System (GAS), motion warping, runtime IK
DynamicsCloth, danglies & attachments — budgeted per mode
ProcessArchitecture in BP, then nativized with engineering
TeamShared tracker for priorities & ownership; clear communication, built for remote teams
PlatformsConsole · PC · Switch · Mobile
Get in touch

Let's
work
together.