One-line positioning
Owned the full animation track in an EA Games R&D real-time character project inside Unreal Engine.
Context
This work was part of an EA Games R&D-focused initiative through The Mill Experience Team, centered on interactive character systems and real-time prototype development.
Your role
I led the animation side across face animation, procedural body animation, and mocap integration. For face animation, I learned and deployed the Speech Graphics real-time lip-sync plugin, tuned key parameters to meet runtime requirements, and completed multiple face animation edits. For body animation, I wrote a complete procedural body animation setup in Unreal Animation Blueprint. For mocap, I handled early recording and asset processing, then integrated those motion-capture assets into my Unreal Blueprint pipeline.
Team setup
EA Games R&D project collaboration through The Mill Experience Team.
My primary responsibility area: end-to-end animation track ownership.
Workflow
Face animation pipeline: configure Speech Graphics real-time lip-sync and tune parameters for runtime quality.
Facial pass refinement: produce and iterate face animation edits on target shots.
Body animation pipeline: build procedural motion logic in Unreal Animation Blueprint.
Mocap pipeline: support capture-stage preparation, process captured assets, and integrate them into Unreal Blueprint systems.
Key deliverables
Speech Graphics-driven real-time lip-sync setup and parameter tuning.
Shot-level facial animation edits.
Complete procedural body animation system in Unreal Animation Blueprint.
Integrated mocap assets inside runtime Blueprint-based animation flow.
Technical challenge
The core challenge was meeting real-time constraints while preserving believable character performance across three coupled systems: face lip-sync, procedural body motion, and mocap-driven behavior.
Outcome
Delivered a production-usable animation framework for EA Games R&D prototyping, with stable real-time lip-sync, procedural body behavior, and mocap integration in one unified Unreal pipeline.