Gameplay Animation
Role:
3D Animation, Game Engine Implementation
Software:
Autodesk Maya, Unreal Engine 5.7
Duration:
10 weeks
Rig by:
Kiel Figgins
Model by:
Manuel Alonso
Brief
This project is part of my MA in Animation final project at SCAD. It explores how stylized character animation is brought from Maya into Unreal Engine in a pre-made environment from Fab. In collaboration with a technical game designer from Epic Games, I also refined the Blueprint setup and integrated weapon VFX to ensure the gameplay systems functioned correctly and supported the animation intent. Through this process, I explored how stylized animation can feel responsive, purposeful, and gameplay-driven within a real-time game environment. The focus was on expressive gameplay animation , giving personality, weight, and presence through animation cycles rather than world-building.
Process
I keyframed the animations in Maya, focusing on line of action, weight, anticipation, and follow-through. I then imported the FBX files into Unreal Engine 5.7, where I used Blend Spaces and Animation Blueprints to map inputs and trigger animations through different keys.

Gameplay and Animation Style Reference

Archer Pose Studies and TPS Camera References
Animation inside Maya Viewport and Engine View

FBX files were imported from Maya into Engine, Blend Spaces and Animation Blueprints were used to map inputs and trigger each animations

Live in Game with pre made Environment from Fab

Took Game Designer's help in setting up the VFX for the arrow and placing enemies to react on the shot



