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Ninja Cats

PROJECT DESCRIPTION
  • Role: Unreal Engine Generalist / Pipeline TD | Ionart Studios
  • Core Stack: Unreal Engine, Maya, Version Control (Perforce), Stylized Shading, Rendering and AOVs
  • Main Focus: Stylized Shader R&D, Real-Time Environment Assembly, Version Control Administration, Render Output and Color Management

This project was an in-house animated series pilot and technology demonstration designed to integrate real-time rendering capabilities into the studio's production pipeline.
My primary role was to bridge the gap between traditional 3D animation and Unreal Engine. I developed custom stylized shaders based on original concept art, assembled the entire 3D environment using layout animations imported from Maya, and established the technical rendering pipeline.
Additionally, I deployed and managed the version control system to enable multiple artists to collaborate simultaneously within the Unreal project.

MY TASKS
  • Stylized Shader R&D: I made and finetuned real-time, non-photorealistic shaders inside Unreal Engine to accurately replicate the artistic look and feel of the original 2D concept drawings.
  • Environment Assembly Using the primary layout and animation data exported from Maya, I reconstructed, dressed, and optimized the entire production environment directly inside Unreal Engine, ensuring seamless continuity between the external animation pipeline and the real-time engine.
  • Version Control Deployment and Management To facilitate collaborative workflow, I set up and maintained a version control system for the project.
    This allowed multiple artists to work concurrently within the same Unreal project without file conflicts or data loss.
  • Color-Managed Rendering and Custom AOVs I structured the final render settings using Unreal's Movie Render Queue.
    I ensured strict color management and exported custom utility passes and AOVs, providing the post-production and grading teams with the necessary control for final adjustments.