player profile // bute

about me

Game Developer, Real-Time and Cinematic Content Creator with 4+ years of experience delivering interactive products, cinematic sequences, and real-time 3D environments across Unreal Engine 5 and Unity. My background spans gameplay implementation, character both body and facial animation, technical art, and full pipeline asset creation, enabling me to contribute effectively across both creative and technical production stages.

My capabilities include advanced Blueprint system development, Animation Blueprint systems, Blend Space animation workflows, Motion Matching locomotion setups, Niagara VFX, Control Rig (including layered animation systems), MetaHuman customization, Xsens motion-capture pipelines, and end-to-end Sequencer workflows for real-time cinematics. I bring strong environment, foliage, and landscape expertise in UE5, along with high-quality character, environment, and prop modeling and texturing using ZBrush, Blender, and Substance Painter. I also specialize in six-cube 360° rendering for both mono and stereo VR video production. Additionally, I am experienced with revision control systems including Perforce and GitHub, ensuring efficient, reliable, and collaborative production workflows.

I've been working on two shipped titles on Steam and Xbox developed in Unity, as well as a released VR experience for Meta Quest. I am currently developing SONDER, a non-linear sci-fi project in UE5, and leading cinematic development for a historical VR experience in Unreal Engine 5.7 for Apple Vision Pro/HTC Vive set during the American Revolution.

I am committed to building high-fidelity, optimized, and scalable real-time experiences and thrive in collaborative, production-driven environments that require both technical depth and creative problem-solving.