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.