Tech Animator · Unreal Engine 5 · 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
PERSONA UE 5 LIVE PREVIEW
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BLENDSPACE2D 16 samples · SHIPPING
▸ 01 — Shipped
6+
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 ·
01 · Selected work

Recent
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
02 · Reel

Tech anim
reel.

03 · Selected technical breakdowns

How it
works.

BD · 01
01

Locomotion
architecture

I don't build animation blueprints — I build the framework other people build them in. The base graph owns logic and transitions, not assets. Weapons and archetypes plug in through layer interfaces, so animators ship new behavior without opening the base graph.

BLENDSPACE2D
Layer InterfacesLinked Anim GraphsAnimBP ArchitectureLyra-style
BD · 02
02

Modular
cosmetics

Body parts, weapons and attachments as swappable layers with their own dynamics — ponytails, capes, backpacks, wings — the way Fortnite ships cosmetics. Built so an outsourcing team can feed content without touching the core setup.

SHARED RIG
Modular PartsCosmetics PipelineAttachmentsAnim Dynamics
BD · 03
03

100 on
screen

A co-op zombie shooter running up to 100 characters. Significance drives which features stay on per distance, and animation sharing carries the background crowd. I didn't own the significance pass — I built the setup so the team could toggle features without touching animation.

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

How many capes and ponytails a character can afford is a mode decision, not a taste one. 5v5 is not 50v5. I run that analysis before anyone rigs.

04 · 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. I build the systems that let character content scale without the team scaling: one setup driving every character, and pipelines an outsourcing team can feed without a technical bottleneck.

My process is the same on every project: architecture in Blueprints for speed, then nativized with engineering for performance. Fast to prototype and iterate with animation and design, then convert the hot paths to code once the design settles — buying back milliseconds without ever stalling the team.

There is no default answer. Dynamics and character count depend on the mode: 5v5 is not 50v5, and local single-player is not massive multiplayer. I build on Unreal's standard instead of against it — custom means waiting on people, standard means the next character is someone else's afternoon. The same instinct runs on the team side: a shared source of truth for priorities and ownership, plus clear written communication, so remote teams stay aligned without waiting on me. Shipped with Reikon Games, Torn Banner Studios, Bamtang Games, 9 Lives Interactive and Epic via Agora Studio.

Based · Lima, Peru Open to · Tech Anim / Tech Art roles
▸ Stack
EngineUnreal Engine 5, specialist
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
05 · Get in touch

Let's
work
together.