EDDIE MUNOZ

Breach

— ROLE

Character Artist


I played a key role in the project's research and development from its inception. Together with the team, we explored various styles and technologies to find the best approach.


I also spearheaded the development of the character pipeline within Unreal Engine 4. This encompassed implementing the garment system, utilizing a layered material approach, as well as establishing the hair system and skin dye system.





Character Documentation

I authored the Character documentation, which served as an overview for our character pipeline and was used to bring both outsourcers and new character artists up to speed. It went over the layered material system and its implementation.

Assets